Lancer: Fires of Rubicon — OOC
- KupoTheMagus
- Posts: 106
- Registered for: 2 years 9 months
Lancer: Fires of Rubicon — OOC
Welcome to Lancer Tabletop, recruit.
Lancer imagines a future where humanity has spread to the stars after weathering terrible ecological collapse on Earth - the end of the Anthropocene as a consequence of unrestrained consumption and poor stewardship. Five thousand years later, humanity lives in the wake of a desperate revolution, one where the victorious radicals now manage the galaxy they've won.
The setting features a mix of gritty, mud-and-lasers military science fiction and mythic science fantasy, where conscript pilots mix ranks with flying aces, mercenary guns-for-hire brawl with secretive corporate agents, and relativistic paladins cross thermal lances with causality-breaking, unknowable beings. Lancer's galaxy is one where utopia exists but is under threat, and the struggle is not yet entirely won; the revolution is not yet done.
In Lancer, players adopt the roles of mechanized chassis pilots - mech pilots - comrades together in a galaxy of danger and hope. Some groups will fight to rectify the crimes of previous administrations; others will fight for their nation, pieces in a greater game of hegemony. Others will carry the banner of a corporate or mercenary company, working to advance private interests while lining their pockets. Others still will fight for groups acting in opposition to those in power - for the underground, for the forgotten, agents of entropy, and agents of yet more radical revolutions.
Lancer offers deep, modular mech customization, a wide range of player backgrounds and hooks to prompt storytelling, and a system and setting with room for any narrative you and your group want to tell.
As fresh graduates of the Lancer Academy program, you'll pilot mechs and take on missions provided for you by Senior Office Vander Stoneheart, a human on the verge of retirement. You'll combat these Rogue A.I. and their conspirers on Sorties. As you climb the ranks, we'll begin to discover what's causing this uprising. With your help, we can prevent the destruction of our new home and put a stop to this once and for all.
(Helpful Links)
https://massif-press.itch.io/corebook-pdf-free This is the Core Rulebook, free to use from Mastiff Press.
https://compcon.app/#/ This is the Character Builder app, where you'll create your mech and pilot.
https://retrogrademinis.com/ This website allows you to create simple pixel Mech art, should you choose to get creative.
Character Creation
------------------------------------------------------------------------------------------------
Characters will be made with these standard rules in mind:
-You'll begin play at License Level 0 (abbr. LL0), the standard for Lancer.
LL0 characters start with the following:
• A background, which provides bonuses on skill
checks (p. 20).
• Four +2 pilot triggers (p. 25).
• One +2 mech skill or two +1 mech skills.
• Three rank 1 talents (p. 90).
• A license for all General Massive Systems
(GMS) gear and weapons, and one mech FRAME -
the GMS-SP1 Everest (p. 118).
-----------------------------------------------------------------------------------------------------------
CREATING A PILOT
To make the pilot part of your character at LL0, just follow these simple steps:
1. Choose a background: You can create a background yourself, choose from the list of
backgrounds, or roll a die to randomly select one. During narrative play, you can get bonuses
by invoking your pilot’s background.
2. Choose triggers: Choose four +2 triggers, based on your pilot’s background.
3. Write down your pilot’s combat statistics: SIZE 1/2, 6 HP, 10 EVASION, 10 E-DEFENSE, and 4
SPEED.
4. Choose gear: Before embarking on a mission, you’ll choose gear for your pilot from the gear list
in the Compendium (p. 108). Pilots can have armor, up to two weapons, and up to three other
pieces of gear.
-----------------------------------------------------------------------------------------------------------
CREATING A MECH
Constructing and customizing a mech may seem daunting at first, but broken down into steps it’s much simpler than it seems.
1. Start by picking a FRAME from the licenses available to you. The FRAME gives your mech its
base statistics. At LL0, you only have access to the GMS License 0 mechs.
2. Add bonuses from your mech skills. At LL0, your character starts with two points to
spend on mech skills:
▪ HULL: + 2 HP/point; +1 REPAIR CAP/2 points.
▪ AGILITY: +1 EVASION/point; +1 SPEED/2 points.
▪ SYSTEMS: +1 TECH ATTACK and E-DEFENSE/
point; +1 SP/2 points.
▪ ENGINEERING: +1 HEAT CAP/point; +1 use for
limited gear/2 points.
3. Add GRIT to your mech’s HP, SP, attack rolls, and SAVE TARGET. You get your first point of GRIT at LL1.
4. Pick weapons and allocate them to your FRAME’Savailable mounts. Unless they have the Unique
tag, you can take weapons more than once. At LL0, you can only choose from the GMS weapon list.
5. Choose systems up to your SP. Unless they have the Unique tag, you can take systems more than
once. At LL0, you can only choose from the GMS systems list.
6. Write down your core bonuses, if any. You choose your first core bonus at LL3.
7. Write down your relevant talents. At LL0, you have three rank I talents.
With that, you’re done!
(See Post Below for Example LL0 Character)
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Active Characters
Jake - Defcon, Piloting the Horizon Tempest
Wal - Rhiannon, Piloting the Titania
Grey - Medusa, Piloting the Halitrephes
Bart - Nemo, Piloting the Nautilus
Grom - NO-DELIVERANCE, Piloting the Sanctuary
Dio - Phoenix, Piloting the 47 Shot to Align the Cause
Inactive Characters
Bender - Shanghai, Piloting the Calico
Lancer imagines a future where humanity has spread to the stars after weathering terrible ecological collapse on Earth - the end of the Anthropocene as a consequence of unrestrained consumption and poor stewardship. Five thousand years later, humanity lives in the wake of a desperate revolution, one where the victorious radicals now manage the galaxy they've won.
The setting features a mix of gritty, mud-and-lasers military science fiction and mythic science fantasy, where conscript pilots mix ranks with flying aces, mercenary guns-for-hire brawl with secretive corporate agents, and relativistic paladins cross thermal lances with causality-breaking, unknowable beings. Lancer's galaxy is one where utopia exists but is under threat, and the struggle is not yet entirely won; the revolution is not yet done.
In Lancer, players adopt the roles of mechanized chassis pilots - mech pilots - comrades together in a galaxy of danger and hope. Some groups will fight to rectify the crimes of previous administrations; others will fight for their nation, pieces in a greater game of hegemony. Others will carry the banner of a corporate or mercenary company, working to advance private interests while lining their pockets. Others still will fight for groups acting in opposition to those in power - for the underground, for the forgotten, agents of entropy, and agents of yet more radical revolutions.
Lancer offers deep, modular mech customization, a wide range of player backgrounds and hooks to prompt storytelling, and a system and setting with room for any narrative you and your group want to tell.
As fresh graduates of the Lancer Academy program, you'll pilot mechs and take on missions provided for you by Senior Office Vander Stoneheart, a human on the verge of retirement. You'll combat these Rogue A.I. and their conspirers on Sorties. As you climb the ranks, we'll begin to discover what's causing this uprising. With your help, we can prevent the destruction of our new home and put a stop to this once and for all.
(Helpful Links)
https://massif-press.itch.io/corebook-pdf-free This is the Core Rulebook, free to use from Mastiff Press.
https://compcon.app/#/ This is the Character Builder app, where you'll create your mech and pilot.
https://retrogrademinis.com/ This website allows you to create simple pixel Mech art, should you choose to get creative.
Character Creation
------------------------------------------------------------------------------------------------
Characters will be made with these standard rules in mind:
-You'll begin play at License Level 0 (abbr. LL0), the standard for Lancer.
LL0 characters start with the following:
• A background, which provides bonuses on skill
checks (p. 20).
• Four +2 pilot triggers (p. 25).
• One +2 mech skill or two +1 mech skills.
• Three rank 1 talents (p. 90).
• A license for all General Massive Systems
(GMS) gear and weapons, and one mech FRAME -
the GMS-SP1 Everest (p. 118).
-----------------------------------------------------------------------------------------------------------
CREATING A PILOT
To make the pilot part of your character at LL0, just follow these simple steps:
1. Choose a background: You can create a background yourself, choose from the list of
backgrounds, or roll a die to randomly select one. During narrative play, you can get bonuses
by invoking your pilot’s background.
2. Choose triggers: Choose four +2 triggers, based on your pilot’s background.
3. Write down your pilot’s combat statistics: SIZE 1/2, 6 HP, 10 EVASION, 10 E-DEFENSE, and 4
SPEED.
4. Choose gear: Before embarking on a mission, you’ll choose gear for your pilot from the gear list
in the Compendium (p. 108). Pilots can have armor, up to two weapons, and up to three other
pieces of gear.
-----------------------------------------------------------------------------------------------------------
CREATING A MECH
Constructing and customizing a mech may seem daunting at first, but broken down into steps it’s much simpler than it seems.
1. Start by picking a FRAME from the licenses available to you. The FRAME gives your mech its
base statistics. At LL0, you only have access to the GMS License 0 mechs.
2. Add bonuses from your mech skills. At LL0, your character starts with two points to
spend on mech skills:
▪ HULL: + 2 HP/point; +1 REPAIR CAP/2 points.
▪ AGILITY: +1 EVASION/point; +1 SPEED/2 points.
▪ SYSTEMS: +1 TECH ATTACK and E-DEFENSE/
point; +1 SP/2 points.
▪ ENGINEERING: +1 HEAT CAP/point; +1 use for
limited gear/2 points.
3. Add GRIT to your mech’s HP, SP, attack rolls, and SAVE TARGET. You get your first point of GRIT at LL1.
4. Pick weapons and allocate them to your FRAME’Savailable mounts. Unless they have the Unique
tag, you can take weapons more than once. At LL0, you can only choose from the GMS weapon list.
5. Choose systems up to your SP. Unless they have the Unique tag, you can take systems more than
once. At LL0, you can only choose from the GMS systems list.
6. Write down your core bonuses, if any. You choose your first core bonus at LL3.
7. Write down your relevant talents. At LL0, you have three rank I talents.
With that, you’re done!
(See Post Below for Example LL0 Character)
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Active Characters
Jake - Defcon, Piloting the Horizon Tempest
Wal - Rhiannon, Piloting the Titania
Grey - Medusa, Piloting the Halitrephes
Bart - Nemo, Piloting the Nautilus
Grom - NO-DELIVERANCE, Piloting the Sanctuary
Dio - Phoenix, Piloting the 47 Shot to Align the Cause
Inactive Characters
Bender - Shanghai, Piloting the Calico
Last edited by KupoTheMagus on Fri Apr 14, 2023 5:42 pm, edited 6 times in total.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Something's just about to break
I will try to find my place
in the Diary of Jane
- KupoTheMagus
- Posts: 106
- Registered for: 2 years 9 months
Character Template & Example Sheet
Below is an example character, as well as a blank template.
(Character Name)
Callsign:(Character's Callsign)
(Character Image & Current Mech Here)
---
----------------------------------------
Despite backgrounds usually being long around here, you don't need a long one for your character. A paragraph or two will suffice for this game. Should you decide to go longer, you may. I'm not going to stop anyone from writing backstories.
Blank
(Character Name)
Callsign:(Character's Callsign)
(Character Image & Current Mech Here)
Personality
Appearance
Background
*Note: This is everything that led to their pilot's exam. Everything after will happen IC.
Character Sheet
Pilot Name
Callsign:
Name (or legal alias):
Occupation:
Pilot Skill Triggers:
Pilot Talents Selected:
Pilot Mech Skills:
Hull:
Agility:
Systems:
Engineering:
Pilot's Licenses: (Each player begins with the GMS-0 License)
Name (or legal alias):
Occupation:
Pilot Skill Triggers:
Pilot Talents Selected:
Pilot Mech Skills:
Hull:
Agility:
Systems:
Engineering:
Pilot's Licenses: (Each player begins with the GMS-0 License)
Mech Name
Mech Frame:
Frame Traits:
Structure:
Hit Points:
Armor:
Stress:
Heat Capacity:
Repair Capacity:
Attack Bonus:
Tech Attack Bonus:
Limited Bonus:
Speed:
Evade:
E-Defense:
Sensors:
Save:
Size:
Core System:
Mount Types:
-Mount Type
-- Weapons Mounted
Core Bonuses Selected
System Points:
-System Name (Points Spent)
-System Name (Points Spent)
-System Name (Points Spent)
Frame Traits:
Structure:
Hit Points:
Armor:
Stress:
Heat Capacity:
Repair Capacity:
Attack Bonus:
Tech Attack Bonus:
Limited Bonus:
Speed:
Evade:
E-Defense:
Sensors:
Save:
Size:
Core System:
Mount Types:
-Mount Type
-- Weapons Mounted
Core Bonuses Selected
System Points:
-System Name (Points Spent)
-System Name (Points Spent)
-System Name (Points Spent)
Combat Sheet
(Callsign)
(Current Mech)
Gender Race Licence Level
Age:
Height:
Weight:
(Current Mech)
Gender Race Licence Level
Age:
Height:
Weight:
Mech
Mech Stats
Mech Frame:
Mech Attributes: H - | A - | S - | E -
Structure:
HP:
Armor:
Stress:
Heatcap:
Repcap:
Atk Bonus:
Tech Atk:
Limited Bonus:
Speed:
Evade:
E-Def:
Sensor:
Save:
Size:
CP: 1/1
Weapons
(Mount 1)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
(Mount 2)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
Abilities
Per Turn
-Ability Name - (X/Turn)
-Ability Name - (X/Turn)
-Ability Name - (X/Turn)
Limited Use
-Ability Name - (X/X Uses Remaining)
-Ability Name - (X/X Uses Remaining)
-Ability Name - (X/X Uses Remaining)
Once Per Scene
-Ability Name - [ ]
-Ability Name - [ ]
-Ability Name - [ ]
Core Powers
-Core Power
Mech Frame:
Mech Attributes: H - | A - | S - | E -
Structure:
HP:
Armor:
Stress:
Heatcap:
Repcap:
Atk Bonus:
Tech Atk:
Limited Bonus:
Speed:
Evade:
E-Def:
Sensor:
Save:
Size:
CP: 1/1
Weapons
(Mount 1)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
(Mount 2)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
Abilities
Per Turn
-Ability Name - (X/Turn)
-Ability Name - (X/Turn)
-Ability Name - (X/Turn)
Limited Use
-Ability Name - (X/X Uses Remaining)
-Ability Name - (X/X Uses Remaining)
-Ability Name - (X/X Uses Remaining)
Once Per Scene
-Ability Name - [ ]
-Ability Name - [ ]
-Ability Name - [ ]
Core Powers
-Core Power
Pilot
Pilot Stats
HP:
Evasion:
E-Defense:
Armor:
Speed:
Skill Triggers:
Weapons
-Weapon 1- (Range) (Damage with Type) (Properties)
-Weapon 2- (Range) (Damage with Type) (Properties)
Combat Usables
Limited
-Gear 1 X/X Uses Left
-Gear 2 X/X Uses Left
-Gear 3 X/X Uses Left
Once Per Scene
-Gear 1 [ ]
-Gear 2 [ ]
-Gear 3 [ ]
HP:
Evasion:
E-Defense:
Armor:
Speed:
Skill Triggers:
Weapons
-Weapon 1- (Range) (Damage with Type) (Properties)
-Weapon 2- (Range) (Damage with Type) (Properties)
Combat Usables
Limited
-Gear 1 X/X Uses Left
-Gear 2 X/X Uses Left
-Gear 3 X/X Uses Left
Once Per Scene
-Gear 1 [ ]
-Gear 2 [ ]
-Gear 3 [ ]
COMP/COM Export (Optional)
This is where you'd post the paste from COMP/COM.
---
Example
Arthur Helferty
Callsign: Yosemite
Callsign: Yosemite
Personality
N/A
Appearance
N/A
Background
N/A
Character Sheet
Arthur
Callsign: Yosemite
Name (or legal alias): Arthur Helferty
Occupation: Farmer
Pilot Skill Triggers: +2 Investigate, +2 Stay Cool, +2 Survive, +2 Word On The Street
Pilot Talents Selected: Duelist Rank 1, Nuclear Cavalier Rank 1, Tactician Rank 1
Pilot Mech Skills:
Hull: +1
Agility: +1
Systems: 0
Engineering: 0
Pilot's Licenses: GMS-0
Name (or legal alias): Arthur Helferty
Occupation: Farmer
Pilot Skill Triggers: +2 Investigate, +2 Stay Cool, +2 Survive, +2 Word On The Street
Pilot Talents Selected: Duelist Rank 1, Nuclear Cavalier Rank 1, Tactician Rank 1
Pilot Mech Skills:
Hull: +1
Agility: +1
Systems: 0
Engineering: 0
Pilot's Licenses: GMS-0
Harvester
Mech Frame: GMS-Sagarmatha
Frame Traits:
-Guardian - Adjacent allied characters can use the Sagarmatha as hard cover.
-Heroism - 1/scene the Sagarmatha can brace without sacrificing any actions or movement on its following turn.
-Replaceable Parts - While resting, the Sagarmatha can be repaired at a rate of 1 repair per structure damage instead of 2.
Structure: 4
Hit Points: 10
Armor: 1
Stress: 4
Heat Capacity: 6
Repair Capacity: 4
Attack Bonus: 0
Tech Attack Bonus: 0
Limited Bonus: 0
Speed: 4
Evade: 9
E-Defense: 8
Sensors: 10
Save: 10
Size: 2
Core System:
Rallying Cry - Raise the Banner (Active): You raise a rallying banner. All allied characters in line of sight of your mech when you do this gain RESISTANCE to all damage and heat and gain +1 Accuracy on all checks and saves. These effects last until the end of your next turn.
Mount Types:
-Main Mount
--Charged Blade
-Flex Mount
-- Light Nexus
-- Segment Knife
-Heavy Mount
-- Heavy Melee Weapon (Scythe)
Core Bonuses Selected: None (First Core Bonus Earned At Level 3)
System Points: 6/6
-Type-1 Flight System (3)
-Type-3 Projected Shield (2)
-Manipulators (1)
Frame Traits:
-Guardian - Adjacent allied characters can use the Sagarmatha as hard cover.
-Heroism - 1/scene the Sagarmatha can brace without sacrificing any actions or movement on its following turn.
-Replaceable Parts - While resting, the Sagarmatha can be repaired at a rate of 1 repair per structure damage instead of 2.
Structure: 4
Hit Points: 10
Armor: 1
Stress: 4
Heat Capacity: 6
Repair Capacity: 4
Attack Bonus: 0
Tech Attack Bonus: 0
Limited Bonus: 0
Speed: 4
Evade: 9
E-Defense: 8
Sensors: 10
Save: 10
Size: 2
Core System:
Rallying Cry - Raise the Banner (Active): You raise a rallying banner. All allied characters in line of sight of your mech when you do this gain RESISTANCE to all damage and heat and gain +1 Accuracy on all checks and saves. These effects last until the end of your next turn.
Mount Types:
-Main Mount
--Charged Blade
-Flex Mount
-- Light Nexus
-- Segment Knife
-Heavy Mount
-- Heavy Melee Weapon (Scythe)
Core Bonuses Selected: None (First Core Bonus Earned At Level 3)
System Points: 6/6
-Type-1 Flight System (3)
-Type-3 Projected Shield (2)
-Manipulators (1)
Combat Sheet
Yosemite
Harvester
Male Human LL0
Age: 34
Height: 5'6
Weight: 190lbs
Mech Stats
Mech Frame: GMS-Sagarmatha
Mech Attributes: H - 1 | A - 1 | S - 0 | E - 0
Structure: 4/4
HP: 10/10
Armor: 1
Stress: 4/4
Heatcap: 6/6
Repcap: 4/4
Atk Bonus: 0
Tech Atk: 0
Limited Bonus: 0
Speed: 4
Evade: 9
E-Def: 8
Sensor: 10
Save: 10
Size: 2
CP: 1/1
Weapons
Main Mount
-Charged Blade - (Threat 1) (1d3+3 Energy) (AP)
Flex Mount
-Nexus (Light) - (10) (1d3 Kinetic) (Smart)
-Segment Knife - (Threat 1) (1d3+1 Energy) (Overkill)
Heavy Mount
-Heavy Melee Wepaon - (Threat 1) (2d6+1 Kinetic)
Abilities
Per Turn
-Project Shield- (1/Turn, must be done at start of turn.)
-Duelist 1- (1/Turn, first melee attack made with Main Melee weapon.)
-Tactician 1- (1/Turn, another ally must be engaged.)
Limited Use
None
Once Per Scene
-Heroism - [ ]
Core Powers
-Raise the Banner
Pilot Stats
HP: 8/8
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 4
Skill Triggers: Investigate +2, Stay Cool +2, Survive +2, Word On The Street +2
Weapons
-Medium A/C- (Threat 1) (2 Kinetic)
-Medium Signature- (5) (2 Energy)
Combat Usables
Limited
-Grenade 2/2 Uses Left (Range 5, Blast 1, Agility Save for 2 Explosive) (Quick Action)
Once Per Scene
None
Harvester
Male Human LL0
Age: 34
Height: 5'6
Weight: 190lbs
Mech Stats
Mech Frame: GMS-Sagarmatha
Mech Attributes: H - 1 | A - 1 | S - 0 | E - 0
Structure: 4/4
HP: 10/10
Armor: 1
Stress: 4/4
Heatcap: 6/6
Repcap: 4/4
Atk Bonus: 0
Tech Atk: 0
Limited Bonus: 0
Speed: 4
Evade: 9
E-Def: 8
Sensor: 10
Save: 10
Size: 2
CP: 1/1
Weapons
Main Mount
-Charged Blade - (Threat 1) (1d3+3 Energy) (AP)
Flex Mount
-Nexus (Light) - (10) (1d3 Kinetic) (Smart)
-Segment Knife - (Threat 1) (1d3+1 Energy) (Overkill)
Heavy Mount
-Heavy Melee Wepaon - (Threat 1) (2d6+1 Kinetic)
Abilities
Per Turn
-Project Shield- (1/Turn, must be done at start of turn.)
-Duelist 1- (1/Turn, first melee attack made with Main Melee weapon.)
-Tactician 1- (1/Turn, another ally must be engaged.)
Limited Use
None
Once Per Scene
-Heroism - [ ]
Core Powers
-Raise the Banner
Pilot Stats
HP: 8/8
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 4
Skill Triggers: Investigate +2, Stay Cool +2, Survive +2, Word On The Street +2
Weapons
-Medium A/C- (Threat 1) (2 Kinetic)
-Medium Signature- (5) (2 Energy)
Combat Usables
Limited
-Grenade 2/2 Uses Left (Range 5, Blast 1, Agility Save for 2 Explosive) (Quick Action)
Once Per Scene
None
COMP/COM Export (Optional)
» Arthur Helferty // YOSEMITE «
Farmer, LL0
[ SKILL TRIGGERS ]
INVESTIGATE (+2), STAY COOL (+2),
SURVIVE (+2), WORD ON THE STREET (+2)
[ GEAR ]
LIGHT CARAPACE ARMOR, Medium A/C,
Medium Signature, Frag Grenades,
Nanite Spray, Subjectivity-Enhancement Suite
***
[ TALENTS ]
Duelist 1, Nuclear Cavalier 1,
Tactician 1
[ MECH ]
« HARVESTER »
GMS SAGARMATHA
H:1 A:1 S:0 E:0 SIZE:2
STRUCTURE:4/4 HP:10/10 ARMOR:1
STRESS:4/4 HEAT:0/6 REPAIR:4/4
ATK BONUS:0 TECH ATK:0 LTD BONUS:0
SPD:4 EVA:9 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Charged Blade
FLEX MOUNT: Nexus (Light) / Segment Knife
HEAVY MOUNT: Heavy Melee Weapon
[ SYSTEMS ]
Type-I Flight System, Type-3 Projected Shield,
Manipulators
Farmer, LL0
[ SKILL TRIGGERS ]
INVESTIGATE (+2), STAY COOL (+2),
SURVIVE (+2), WORD ON THE STREET (+2)
[ GEAR ]
LIGHT CARAPACE ARMOR, Medium A/C,
Medium Signature, Frag Grenades,
Nanite Spray, Subjectivity-Enhancement Suite
***
[ TALENTS ]
Duelist 1, Nuclear Cavalier 1,
Tactician 1
[ MECH ]
« HARVESTER »
GMS SAGARMATHA
H:1 A:1 S:0 E:0 SIZE:2
STRUCTURE:4/4 HP:10/10 ARMOR:1
STRESS:4/4 HEAT:0/6 REPAIR:4/4
ATK BONUS:0 TECH ATK:0 LTD BONUS:0
SPD:4 EVA:9 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Charged Blade
FLEX MOUNT: Nexus (Light) / Segment Knife
HEAVY MOUNT: Heavy Melee Weapon
[ SYSTEMS ]
Type-I Flight System, Type-3 Projected Shield,
Manipulators
----------------------------------------
Despite backgrounds usually being long around here, you don't need a long one for your character. A paragraph or two will suffice for this game. Should you decide to go longer, you may. I'm not going to stop anyone from writing backstories.
Last edited by KupoTheMagus on Wed Mar 22, 2023 9:13 am, edited 9 times in total.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Something's just about to break
I will try to find my place
in the Diary of Jane
- KupoTheMagus
- Posts: 106
- Registered for: 2 years 9 months
The World - Testral Prime
Testral Prime is the name of the solar system found years before the collapse of Earth. Testral Prime only has four planets in its solar system, each with different vegetation and creatures. A planet known as Virgund, named after professor James Richard Virgund II, was the first to be discovered. With a similar plant structure, Virgund's ecosystem would be the most habitable of the four.
Virgund
Virgund is the largest of the four planets in Testral Prime, approximately double the size of Earth. Virgund is very similar to Earth in terms of genetic makeup, save for how animals and plants have evolved. Most, if not all edible vegetation grows on trees. This led to some issues in the early days of landing but has allowed accelerated restabilization of citizen diets. When humans landed on Virgund, it was speculated that alien species may be found there.
(This is where most of the game will take place; other planets will be developed as it becomes necessary.)
Virgund
Virgund is the largest of the four planets in Testral Prime, approximately double the size of Earth. Virgund is very similar to Earth in terms of genetic makeup, save for how animals and plants have evolved. Most, if not all edible vegetation grows on trees. This led to some issues in the early days of landing but has allowed accelerated restabilization of citizen diets. When humans landed on Virgund, it was speculated that alien species may be found there.
(This is where most of the game will take place; other planets will be developed as it becomes necessary.)
Astori
The Astori is a group of relatively tall blue-skinned folk. They usually stand between six and eight feet tall. Eye color can differ in any color of the natural rainbow to exacts. These eye colors usually represent what colony the Astori came from. Totemkin Astori (those with red, orange, or yellow-colored eyes) tends to be aggressive and barbaric by nature. Sharikin Astori (those with blue, green, or purple-colored eyes) tends to be on the more diplomatic and thinking side. Regardless, Astori believe themselves to be gifts of the natural world. Totemkin believe they possess the strength of ten horses, and constantly challenge each other to bouts of physical prowess. Sharikin Astori believe their intelligence is unsurpassed by other races and corrects those around them.
Astori names are generally three to five characters, representing the Astori's simple language. Their hair doesn't grow longer than a couple of inches and comes in all colors of greyscale. Younger Astori have vibrant blue skin, while older Astori close to death tend to have periwinkle or even grey skin. Astori also have feathers that generally run along their spines, but may also be found on their limbs. Their hands each have three fingers and a thumb. Totemkin are naturally muscular by definition and tend to grow hair on their arms. Whenever one receives their first scar, an exact replication of it is branded on their forehead as a rite of passage. Sharikin tend to be leaner and grow no arm hair. Whenever Sharikin reach the age of ten, they are sent on a two-year trip to the Fen Syh Lon, a massive library of their recorded history and knowledge to specialize in a field of study.
The leader of the Astori is a woman known as Jir. She has segregated the Astori to prevent in-fighting. While initially suspicious of the humans, she has come to accept their presence on "her planet". Seeing them as possible avenues of trade and commerce, some Astori have taught humans their native language simply known as "Kor".
Both subraces of Astori dislike the Nyathal. They believe the catfolk are too carefree, even during times of crisis. The Astori believe their lack of seriousness will be their downfall someday.
The Astori respect the technological advances of Sylvites. While most Astori would never admit it, many have copied ideas from traveling Sylvites that they've met.
The Astori avoid the Celestin like the plague. Their worship of higher beings is unnatural, and "faith" is a fruitless effort.
Astori pilots tend to be split down the middle; Totemkin love the action brought by piloting a Mech, while Sharikin love the complex nuclear technology that allows their function.
Astori names are generally three to five characters, representing the Astori's simple language. Their hair doesn't grow longer than a couple of inches and comes in all colors of greyscale. Younger Astori have vibrant blue skin, while older Astori close to death tend to have periwinkle or even grey skin. Astori also have feathers that generally run along their spines, but may also be found on their limbs. Their hands each have three fingers and a thumb. Totemkin are naturally muscular by definition and tend to grow hair on their arms. Whenever one receives their first scar, an exact replication of it is branded on their forehead as a rite of passage. Sharikin tend to be leaner and grow no arm hair. Whenever Sharikin reach the age of ten, they are sent on a two-year trip to the Fen Syh Lon, a massive library of their recorded history and knowledge to specialize in a field of study.
The leader of the Astori is a woman known as Jir. She has segregated the Astori to prevent in-fighting. While initially suspicious of the humans, she has come to accept their presence on "her planet". Seeing them as possible avenues of trade and commerce, some Astori have taught humans their native language simply known as "Kor".
Both subraces of Astori dislike the Nyathal. They believe the catfolk are too carefree, even during times of crisis. The Astori believe their lack of seriousness will be their downfall someday.
The Astori respect the technological advances of Sylvites. While most Astori would never admit it, many have copied ideas from traveling Sylvites that they've met.
The Astori avoid the Celestin like the plague. Their worship of higher beings is unnatural, and "faith" is a fruitless effort.
Astori pilots tend to be split down the middle; Totemkin love the action brought by piloting a Mech, while Sharikin love the complex nuclear technology that allows their function.
Nyathal
A race of sentient cat people, they have taken the traditional role of "elf" on Virgund. Most live in trees that they've carved using their razor-sharp claws. While a select few are cunning and adapt, most tend to be free-going and love to party
Nyathal range from three feet to six feet tall. Eye and fur colors are as you'd expect from catfolk. Pureblood Nyathal tend to be fully feline, while half-breeds tend to have some skin. Nyathal were the first to greet the humans on the planet and welcomed them with open arms. Nyathal are naturally curious about things they don't understand. Nyathal also tend to live longer than humans, living to about 150.
When Nyathal reach the age of 25, they must go on a journey of enlightenment to find their place in the world and prove themselves to the tribe. Nyathal names follow Viking tradition; a Nyathal is given their first name but must decide their last name after an act of major accomplishment. These names can be as complex as "Dragonslayer" or as simple as "Milkdrinker".
Most tend to communicate in the common tongue, learned from the Sylvites. Some still prefer the old ways (communicating in animalistic grunts) but have since adapted to integration with the Sylvites and Humans.
They are led by Izdan Shadowchaser, a wise old male. His two sons Fiec and Flec are preparing to duel for the throne when their father has passed.
The Nyathal don't particularly dislike any race but think the Astori and Celestin are too serious about their practices and often seek to make them smile or laugh.
Nyathal pilots tend to be fun going and explorative; most seek the pilot program as their chance to get a last name.
Nyathal range from three feet to six feet tall. Eye and fur colors are as you'd expect from catfolk. Pureblood Nyathal tend to be fully feline, while half-breeds tend to have some skin. Nyathal were the first to greet the humans on the planet and welcomed them with open arms. Nyathal are naturally curious about things they don't understand. Nyathal also tend to live longer than humans, living to about 150.
When Nyathal reach the age of 25, they must go on a journey of enlightenment to find their place in the world and prove themselves to the tribe. Nyathal names follow Viking tradition; a Nyathal is given their first name but must decide their last name after an act of major accomplishment. These names can be as complex as "Dragonslayer" or as simple as "Milkdrinker".
Most tend to communicate in the common tongue, learned from the Sylvites. Some still prefer the old ways (communicating in animalistic grunts) but have since adapted to integration with the Sylvites and Humans.
They are led by Izdan Shadowchaser, a wise old male. His two sons Fiec and Flec are preparing to duel for the throne when their father has passed.
The Nyathal don't particularly dislike any race but think the Astori and Celestin are too serious about their practices and often seek to make them smile or laugh.
Nyathal pilots tend to be fun going and explorative; most seek the pilot program as their chance to get a last name.
Sylvites
Sylvites believe they are derived from the two moons that orbit Virgund. In the early days, Sylvites were nothing more than nomadic wanderers with the skills to survive and thrive in nature. In their travels, a large bauble was found that showed the Sylvites their greatest desire: the stars. One particular view was given to them: Earth. Sylvites quickly learned about these strange people called "Humans", learning their languages to communicate. Before this, the Sylvites communicated with pictures and gestures. This form of communication is still used by their society from time to time.
Ever since, the Sylvites have stolen their mannerisms from human society. Two particular periods interested the Sylvites: The Wild West of the United States, and the Eastern Samurai culture of Japan. A war had broken out between the two tribes, each interested in molding their society after one of these pinnacles. During the war, the bauble was shattered. The war was stopped, amends were made, and the tribes split for the next 100 years. The tribes meet every year during the summer solstice to drink, share ideas, and take part in a joyous dance to strengthen the bond between them. It is a festival known as "The Waning of Brightest Stars".
The two subraces of Sylvites live apart to separate their interests but don't hate each other. Sylvites often trade with humans and Astori, seek dear companions in the Nyathal, and listen to the stories of the Celestin.
Ferrous Sylvites are tall and pale blue similar to Sharikin Astori. They are fond of using runes to forge weapons and other works of metalcraft. They are fond of guns and western-style clothing, and you'll be very likely to find them huddled at a saloon drinking their sorrows away. Their homes are mostly built from mud and stone. The Ferrous is led by a small government of five individuals, cycled out each year. These individuals take community feedback and vote on topics in a pseudo-democracy.
Testral Sylvites tend to have green or brown skin. They have a more powerful connection to the land itself, crafting their clothes and other goods out of whatever they can scrap together. Many of their homes are built from wood and vines, though they respect nature enough to thank the tree that's given its wood and replant the tree to grow again someday. Most prefer katanas carved from the sharpest branches, and many Testral mercenaries are cavalrymen. The Testral are led by a Shogunate named Tokugawa Yoshimune, named after one of Japan's greatest leaders.
Ever since, the Sylvites have stolen their mannerisms from human society. Two particular periods interested the Sylvites: The Wild West of the United States, and the Eastern Samurai culture of Japan. A war had broken out between the two tribes, each interested in molding their society after one of these pinnacles. During the war, the bauble was shattered. The war was stopped, amends were made, and the tribes split for the next 100 years. The tribes meet every year during the summer solstice to drink, share ideas, and take part in a joyous dance to strengthen the bond between them. It is a festival known as "The Waning of Brightest Stars".
The two subraces of Sylvites live apart to separate their interests but don't hate each other. Sylvites often trade with humans and Astori, seek dear companions in the Nyathal, and listen to the stories of the Celestin.
Ferrous Sylvites are tall and pale blue similar to Sharikin Astori. They are fond of using runes to forge weapons and other works of metalcraft. They are fond of guns and western-style clothing, and you'll be very likely to find them huddled at a saloon drinking their sorrows away. Their homes are mostly built from mud and stone. The Ferrous is led by a small government of five individuals, cycled out each year. These individuals take community feedback and vote on topics in a pseudo-democracy.
Testral Sylvites tend to have green or brown skin. They have a more powerful connection to the land itself, crafting their clothes and other goods out of whatever they can scrap together. Many of their homes are built from wood and vines, though they respect nature enough to thank the tree that's given its wood and replant the tree to grow again someday. Most prefer katanas carved from the sharpest branches, and many Testral mercenaries are cavalrymen. The Testral are led by a Shogunate named Tokugawa Yoshimune, named after one of Japan's greatest leaders.
Celestin
The Celestin are a group of muscular grey-skinned zealots who worship "The Conclave": a group of extraplanar beings that they believe are the gods that govern their lands. Celestin adorn their body with tattoos and piercings related to their main deity. Most Celestin also have some dinosaur-like features, including but not limited to tails, tusks, horns, and spines.
Celestin often write tales depicting the great deeds of The Conclave, writing them off as heroes and saviors. The Conclave have laid the foundation for the Celestin, and they look to uphold their grandeur. The Celestin are to thank for the calendar cycle of Testral Prime, naming the months after these deities.
Celestin live to be about 70, a bit shorter than humans. They tend to be between five and seven feet tall. Celestin grow hair about the same rates as humans. Their nails are naturally black, and their eyes tend to be grey or brown. They do not bury their dead, instead opting to burn the corpse and usher their dead to the afterlife where they may rest with their god evermore. Within each generation, a hand-selected few are sent on a crusade to spread the word. Regardless of the crusade, Celestin are allowed to come and go as they please, but outsiders and half-bloods are not welcomed within Celestin capital walls. They believe half-bloods are tainted, and outsiders spread lies. Outsiders may be allowed in outer-lying towns as long as they promise no harm but will be watched very carefully.
Celestin pilots look to spread the word of The Conclave. Celestin will look to tell tales of their deity to anyone they come across; another believer is another soul saved. The Celestin have come to an agreement with the humans to create the Horus brand Mechs.
Celestin often write tales depicting the great deeds of The Conclave, writing them off as heroes and saviors. The Conclave have laid the foundation for the Celestin, and they look to uphold their grandeur. The Celestin are to thank for the calendar cycle of Testral Prime, naming the months after these deities.
Celestin live to be about 70, a bit shorter than humans. They tend to be between five and seven feet tall. Celestin grow hair about the same rates as humans. Their nails are naturally black, and their eyes tend to be grey or brown. They do not bury their dead, instead opting to burn the corpse and usher their dead to the afterlife where they may rest with their god evermore. Within each generation, a hand-selected few are sent on a crusade to spread the word. Regardless of the crusade, Celestin are allowed to come and go as they please, but outsiders and half-bloods are not welcomed within Celestin capital walls. They believe half-bloods are tainted, and outsiders spread lies. Outsiders may be allowed in outer-lying towns as long as they promise no harm but will be watched very carefully.
Celestin pilots look to spread the word of The Conclave. Celestin will look to tell tales of their deity to anyone they come across; another believer is another soul saved. The Celestin have come to an agreement with the humans to create the Horus brand Mechs.
The Deities of The Conclave
Horus, The Firstborn: Supposed creator of the universe.
Ogenta, Goddess of the Light: Bringer of light to the darkened lands.
Reth, Shepard of Souls: He brings deceased souls to the resting place of the mortals.
Uthanir, the Grand Chronomancer: Teller of time, keeping the flow as it should be.
Sleethell, the Dealmaker: She has been known to grant wishes in times of despair, at a price.
Ogenta, Goddess of the Light: Bringer of light to the darkened lands.
Reth, Shepard of Souls: He brings deceased souls to the resting place of the mortals.
Uthanir, the Grand Chronomancer: Teller of time, keeping the flow as it should be.
Sleethell, the Dealmaker: She has been known to grant wishes in times of despair, at a price.
Last edited by KupoTheMagus on Wed Mar 22, 2023 12:34 am, edited 3 times in total.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Something's just about to break
I will try to find my place
in the Diary of Jane
- KupoTheMagus
- Posts: 106
- Registered for: 2 years 9 months
stuff part 4 but also part 1?
More Lore Will Go Here
Last edited by KupoTheMagus on Wed Mar 22, 2023 9:01 am, edited 2 times in total.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Something's just about to break
I will try to find my place
in the Diary of Jane
- KupoTheMagus
- Posts: 106
- Registered for: 2 years 9 months
Come Forth, New Pilots
You've sitten down to take the EGO (Exemplary Grant Opportunity) Pilot's exam. Normally, the waiting list is massive. However, your individual skills have been recognized by the UGC (United Galactic Confederation), the human government. Each of you sits down in a room with forty-nine other candidates. A proctor comes in with an unblinking mask. They begin to speak.
"Each of you has been given the opportunity to make a change in this world. Only five of you will pass this exam. The rest of you will be sent home... if you survive. The exam is not to be taken lightly. You will need a fast-thinking mind and critical decision-making if you're going to see your family again. For those of you without a family, I pity you. The written portion of the exam will begin soon. Should you be caught cheating, you'll be disqualified in your seats."
Within five minutes, a single sheet of paper and pencil is passed to you. As you begin to take your test, someone close to you begins to speak but is quickly silenced. The first test is fairly easy for you. You flip the paper over.
You and fourteen others are pulled aside as the rest of the living test-takers are led out of the facility.
The proctor speaks again.
"This is the gun-range test, to make sure you're accurate. This course has you saving four hostages from terrorist forces and disarming a bomb. I don't think I need to tell you what happens if you screw that up. Ten fastest times proceed. The terrorist forces have set up traps in there as well."
One candidate steps up, itching to go first. They run headfirst into the building, and a violent explosion is heard moments later. Viscera escapes the building. The proctor points for you to go next.
The first room has smoke marks along the walls and a small divot. You avoid this divot at all costs. You clear the first floor before proceeding up the stairs. A tripwire has been placed at the top, which you quickly disarm before proceeding up. A ticking noise is heard in a far room. You clear the room on the left, finding four flour sacks with pictures of old men and women on them. These must be the "civilians". An unmarked bot enters the room with a shotgun in hand, but you dispatch it before it gets a shot off.
You proceed through to the room with the ticking and notice the door handle is a different color. You blast the handle clean off the hinges, and the door is shredded apart by a frag grenade. A hail of bullets quickly follows. You hear the clicking of reloading. You rush into the room and dispatch two more robots. The bomb lies in the middle of the room. There's plenty of time on the clock. You pull out your tools and get to work. With three wires snipped and plugs rearranged, the bomb deactivates. You leave the building and patiently wait.
Only eight of you survived. The proctor doesn't flinch at the bodies being carried out. The proctor simply leads you to a large open field.
Plain GMS Everest model mechs kitted with a Rifle and Pistol have been brought to the field. The proctor speaks for a final time.
"Mech up. You'll be tasked with destroying a rogue A.I. who's taken control of one of our mechs. The way you approach the problem will decide your fate. The A.I. will not stop until it's dead, or you are."
Your turn arrives. You familiarize yourself with the internal controls and fire up the Mech's nuclear reactor. You make your way to a small building in the distance with the Everest's thrusters. The A.I. is busy maniacally ripping apart one of the other Mechs. You fire a shot at the rogue A.I., but it immediately turns to you and puts up a distortion field. It begins to taunt you.
"YOUR BULLETS ARE USELESS! YOUR BULLETS ARE USELESS! HAHAHAHA! NOW LET ME TEAR YOU LIMB FROM LIMB!"
You search the battlefield for anything that could be of use when you realize the building itself might be your only chance. You fire a shot into the structure above the Mech, causing the roof to collapse. The building begins to break down as you jet out of the building. The A.I. looks crippled, but not down. You strafe around the damaged mech and lay shot after shot into it; bits of metal begin to fly off. The rogue A.I. begins to power down. The Mech goes inert. You've passed.
Your reward is a license to the very mech you used in the field test, a callsign of your designation, and a new place to call home.
"Each of you has been given the opportunity to make a change in this world. Only five of you will pass this exam. The rest of you will be sent home... if you survive. The exam is not to be taken lightly. You will need a fast-thinking mind and critical decision-making if you're going to see your family again. For those of you without a family, I pity you. The written portion of the exam will begin soon. Should you be caught cheating, you'll be disqualified in your seats."
Within five minutes, a single sheet of paper and pencil is passed to you. As you begin to take your test, someone close to you begins to speak but is quickly silenced. The first test is fairly easy for you. You flip the paper over.
You and fourteen others are pulled aside as the rest of the living test-takers are led out of the facility.
The proctor speaks again.
"This is the gun-range test, to make sure you're accurate. This course has you saving four hostages from terrorist forces and disarming a bomb. I don't think I need to tell you what happens if you screw that up. Ten fastest times proceed. The terrorist forces have set up traps in there as well."
One candidate steps up, itching to go first. They run headfirst into the building, and a violent explosion is heard moments later. Viscera escapes the building. The proctor points for you to go next.
The first room has smoke marks along the walls and a small divot. You avoid this divot at all costs. You clear the first floor before proceeding up the stairs. A tripwire has been placed at the top, which you quickly disarm before proceeding up. A ticking noise is heard in a far room. You clear the room on the left, finding four flour sacks with pictures of old men and women on them. These must be the "civilians". An unmarked bot enters the room with a shotgun in hand, but you dispatch it before it gets a shot off.
You proceed through to the room with the ticking and notice the door handle is a different color. You blast the handle clean off the hinges, and the door is shredded apart by a frag grenade. A hail of bullets quickly follows. You hear the clicking of reloading. You rush into the room and dispatch two more robots. The bomb lies in the middle of the room. There's plenty of time on the clock. You pull out your tools and get to work. With three wires snipped and plugs rearranged, the bomb deactivates. You leave the building and patiently wait.
Only eight of you survived. The proctor doesn't flinch at the bodies being carried out. The proctor simply leads you to a large open field.
Plain GMS Everest model mechs kitted with a Rifle and Pistol have been brought to the field. The proctor speaks for a final time.
"Mech up. You'll be tasked with destroying a rogue A.I. who's taken control of one of our mechs. The way you approach the problem will decide your fate. The A.I. will not stop until it's dead, or you are."
Your turn arrives. You familiarize yourself with the internal controls and fire up the Mech's nuclear reactor. You make your way to a small building in the distance with the Everest's thrusters. The A.I. is busy maniacally ripping apart one of the other Mechs. You fire a shot at the rogue A.I., but it immediately turns to you and puts up a distortion field. It begins to taunt you.
"YOUR BULLETS ARE USELESS! YOUR BULLETS ARE USELESS! HAHAHAHA! NOW LET ME TEAR YOU LIMB FROM LIMB!"
You search the battlefield for anything that could be of use when you realize the building itself might be your only chance. You fire a shot into the structure above the Mech, causing the roof to collapse. The building begins to break down as you jet out of the building. The A.I. looks crippled, but not down. You strafe around the damaged mech and lay shot after shot into it; bits of metal begin to fly off. The rogue A.I. begins to power down. The Mech goes inert. You've passed.
Your reward is a license to the very mech you used in the field test, a callsign of your designation, and a new place to call home.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Something's just about to break
I will try to find my place
in the Diary of Jane
- KupoTheMagus
- Posts: 106
- Registered for: 2 years 9 months
The Human Capital
The majority of human settlement is confined to one large city, divided into six districts. Each district has its own representative politician to hear the needs of the general populace. At the center of it all is "The Congress", the district where the big decisions happen. Home to the National Lancer Academy, it houses every primary mech fabrication facility in use by the UGC. The other districts are as follows:
District 1: The Brick
The Brick is the section found north of The Congress. Home to many lower-wealth citizens, The Brick is where most migrants end up moving to as it is the emptiest. Few reliable police officers patrol these slums, and fewer yet walk around safely during the evening hours.
District 2: The Soil
The Soil acts as the main production facility of most clean produce. Many of the planet's animals were herded here with assistance for breeding purposes, in addition to the animals brought by UGC ships. The Soil lies west of The Congress.
District 3: The Stage
The Stage is the entertainment district of the UGC. It's kept in conditions only slightly better than The Brick. This district is constantly full to the point of waiting lists for visitation. The citizens who live there have a free pass in and out, however. Casinos, Clubs, and Consorts alike can be found here. The Stage lies to the southwest of The Congress.
District 4: The Altar
Those select few who wish to hold up the faith of the old world live here. Many churches have been established here; some by humans, others by the Celestin that moved in. Many middle-class citizens decide to live here due to the beauty of the waterfall in the distance. The Altar lies to the southeast.
District 5: The Shelf
The Shelf is home to many commodities not found in other districts. Many transportation modes are utilized here, including planes (which have been adjusted for the new atmosphere) as well as a tram that runs from within The Congress to each of the other districts. Libraries, restaurants, and civilian academies are found here, as well as upper middle-class to wealthy citizens live here. The Shelf lies east of The Congress.
The Ring
The Ring is the solid wall that lies around the UGC Capital. It is a two-layer wall system where many natural fauna live, as a beautiful sight to behold when entering. One known entrance lies within each district and is posted by guards. The gap between the walls connect all the way around the city and are wide enough for Mechs to quickly travel through to leave and re-enter Lancer Base of Operations.
Lancer Academy
Lancer Academy is a fancy name given to the Lancer Base of Operations and is used as a quarter of housing for Lancers, as well as access to each commodity available in the main city. Lancers are given a pass that allows them to travel freely between districts. Inside Lancer Academy, Lancers have full use of the fabricators to outfit their mechs with whatever licenses they've purchased. Lancers ranked 5 and above no longer have to live in the shared quarters, but are instead given their own apartment. Lancers ranked 9 and above are moved from a one-story apartment to a much nicer two-story house.
As long as a civilian is vouched for by (and subsequently brought with) the lancer, a civilian may visit or even live in a lancer's apartment or house. All medical bills for the lancer and their family will be covered by the government. Should a civilian under the watch of a lancer break any laws, the punishment will befall them and the lancer watching them.
District 1: The Brick
The Brick is the section found north of The Congress. Home to many lower-wealth citizens, The Brick is where most migrants end up moving to as it is the emptiest. Few reliable police officers patrol these slums, and fewer yet walk around safely during the evening hours.
District 2: The Soil
The Soil acts as the main production facility of most clean produce. Many of the planet's animals were herded here with assistance for breeding purposes, in addition to the animals brought by UGC ships. The Soil lies west of The Congress.
District 3: The Stage
The Stage is the entertainment district of the UGC. It's kept in conditions only slightly better than The Brick. This district is constantly full to the point of waiting lists for visitation. The citizens who live there have a free pass in and out, however. Casinos, Clubs, and Consorts alike can be found here. The Stage lies to the southwest of The Congress.
District 4: The Altar
Those select few who wish to hold up the faith of the old world live here. Many churches have been established here; some by humans, others by the Celestin that moved in. Many middle-class citizens decide to live here due to the beauty of the waterfall in the distance. The Altar lies to the southeast.
District 5: The Shelf
The Shelf is home to many commodities not found in other districts. Many transportation modes are utilized here, including planes (which have been adjusted for the new atmosphere) as well as a tram that runs from within The Congress to each of the other districts. Libraries, restaurants, and civilian academies are found here, as well as upper middle-class to wealthy citizens live here. The Shelf lies east of The Congress.
The Ring
The Ring is the solid wall that lies around the UGC Capital. It is a two-layer wall system where many natural fauna live, as a beautiful sight to behold when entering. One known entrance lies within each district and is posted by guards. The gap between the walls connect all the way around the city and are wide enough for Mechs to quickly travel through to leave and re-enter Lancer Base of Operations.
Lancer Academy
Lancer Academy is a fancy name given to the Lancer Base of Operations and is used as a quarter of housing for Lancers, as well as access to each commodity available in the main city. Lancers are given a pass that allows them to travel freely between districts. Inside Lancer Academy, Lancers have full use of the fabricators to outfit their mechs with whatever licenses they've purchased. Lancers ranked 5 and above no longer have to live in the shared quarters, but are instead given their own apartment. Lancers ranked 9 and above are moved from a one-story apartment to a much nicer two-story house.
As long as a civilian is vouched for by (and subsequently brought with) the lancer, a civilian may visit or even live in a lancer's apartment or house. All medical bills for the lancer and their family will be covered by the government. Should a civilian under the watch of a lancer break any laws, the punishment will befall them and the lancer watching them.
Last edited by KupoTheMagus on Wed Mar 22, 2023 1:46 am, edited 4 times in total.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Something's just about to break
I will try to find my place
in the Diary of Jane
- KupoTheMagus
- Posts: 106
- Registered for: 2 years 9 months
Why The Lancer Program Was Created
Even before the collapse of Earth, A.I. was beginning to get out of hand. A.I. could think faster than humans, had near-infinite memory, and had access to any tool their bodies were built with. After an A.I. went rogue aboard the I.H.C.S. and nearly caused the loss of humanity, we pulled the plug on their systems. We later came to find out that the Sylvites that had been studying us had figured out how to work A.I. and distributed this technology amongst the other races we'd found. Despite this, we haven't had any problems until recently. However, we always needed a backup in case something went wrong again. And it did. One of these A.I., dubbed King Arthur, was the first we discovered having gone rogue. It's no longer in proper function. We've disabled it and turned on a "safety" mode to be used for the recruitment test. Then the second appeared. It ripped a hole through Factory B-7 and killed [[Redacted]] scientists, 14 engineers, and 2 civils, one of which included... my son. It was a large built-in service machine with almost six thousand functions. It had a popcorn machine that it used to inject two of the engis. It's one of the most horrifying reports I'd ever have to give. But with it, we were given the green light on Project: Lancer. The Lancers would be our solution to the A.I. issue. If anything happened, we'd send a Lancer.
The other nations wisened up to these ideas. The Celestin mechs were the first we had rejected and we regretted it. Without our seal of approval, they began testing them in empty fields. Thousands and thousands of destroyed mechs. Something's come along and reignited them. A village of Celestins were wiped out. Something has taken these broken mechs and retooled them into warbots. Even now as I lay here on my death bed, I write this memoir to remind people to stay human. Even at the cost of your humanity.
-General Mattock Sythen, Lancer Grand Captain.
The other nations wisened up to these ideas. The Celestin mechs were the first we had rejected and we regretted it. Without our seal of approval, they began testing them in empty fields. Thousands and thousands of destroyed mechs. Something's come along and reignited them. A village of Celestins were wiped out. Something has taken these broken mechs and retooled them into warbots. Even now as I lay here on my death bed, I write this memoir to remind people to stay human. Even at the cost of your humanity.
-General Mattock Sythen, Lancer Grand Captain.
Last edited by KupoTheMagus on Wed Mar 22, 2023 6:06 am, edited 4 times in total.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Something's just about to break
I will try to find my place
in the Diary of Jane
- KupoTheMagus
- Posts: 106
- Registered for: 2 years 9 months
tbd 3
Even More Stuff. Additional Pylons Will Be Constructed. You Get The Joke.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Something's just about to break
I will try to find my place
in the Diary of Jane
- Namelessjake
- Plane Wings Sharp Like Katana
- Posts: 4459
- Registered for: 11 years 10 months
- Location: Blockbuster
Yuri Vasylyk, "DEFCON", Pilot of the Horizon Tempest-A
Suited
Unsuited
Mech
Personality
Yuri has a reputation for always being prepared, especially when it comes to combat. He is tenacious and strong willed, being driven by a desire to help those he considers his allies. He is a hardened combat veteran, having been in many a firefight as a mercenary before becoming a lancer pilot, and thrives under pressure or a hail of gunfire.
While this can make him rather serious, especially during combat, he can still be fun and friendly but only when there is time for it.
While this can make him rather serious, especially during combat, he can still be fun and friendly but only when there is time for it.
Appearance
Yuri is above average height at 6'11" and has an athletic build. He keeps his hair cut short and it is simpler. His most distinctive feature is the eyepatch he wears over his left eye which he lost in a skirmish shortly before being recruited into the Lancer program. If asked about it he often jokes that it just means he's always ready to aim his weapons.
Background
Yuri Vasylyk was born and raised on Virgund. He grew up in a remote mountain village, a rare human settlement outside of the city, where his parents worked hard to make a living as blacksmiths and farmers. Life was tough on the village was often plagued by bandit attacks, harsh weather, and a lack of resources. As a young man, Yuri decided to join a mercenary company, known as the Northwind Irregulars, seeing it as the best way to make a living and protect his family and village from the dangers that surrounded them. He quickly gained a reputation as a skilled fighter and a clever tactician, earning the nickname DEFCON for his always-ready-for-combat attitude.
For years, Yuri fought alongside other mercenaries on Virgund, taking jobs that ranged from protecting local settlements to raiding enemy strongholds. It was a brutal and often thankless life, but Yuri was always committed to his mission, determined to make enough money to help his family and his people survive.
One day, Yuri was approached by a recruiter for the Lancer program, a secretive military organization that trained elite pilots to operate giant robotic mechs known as Lancers. The recruiter had been impressed with Yuri's combat skills and his reputation as a leader, and he offered him a chance to join the program and become a Lancer pilot.
At first, Yuri was hesitant. He had heard stories about the Lancer program, and he was unsure if he wanted to become involved in what seemed like a shadowy military operation. But as he learned more about the program and the potential it held, Yuri began to see it as an opportunity to make a real difference.
Yuri accepted the recruiter's offer and began his training at the Lancer Academy. The academy was a rigorous and demanding environment, testing Yuri's physical and mental abilities to their limits. But he rose to the challenge, showing a natural talent for piloting Lancers and a fierce determination to succeed. Years of hard work paid off when Yuri graduated from the academy, becoming one of the most promising Lancer pilots in the program.
For years, Yuri fought alongside other mercenaries on Virgund, taking jobs that ranged from protecting local settlements to raiding enemy strongholds. It was a brutal and often thankless life, but Yuri was always committed to his mission, determined to make enough money to help his family and his people survive.
One day, Yuri was approached by a recruiter for the Lancer program, a secretive military organization that trained elite pilots to operate giant robotic mechs known as Lancers. The recruiter had been impressed with Yuri's combat skills and his reputation as a leader, and he offered him a chance to join the program and become a Lancer pilot.
At first, Yuri was hesitant. He had heard stories about the Lancer program, and he was unsure if he wanted to become involved in what seemed like a shadowy military operation. But as he learned more about the program and the potential it held, Yuri began to see it as an opportunity to make a real difference.
Yuri accepted the recruiter's offer and began his training at the Lancer Academy. The academy was a rigorous and demanding environment, testing Yuri's physical and mental abilities to their limits. But he rose to the challenge, showing a natural talent for piloting Lancers and a fierce determination to succeed. Years of hard work paid off when Yuri graduated from the academy, becoming one of the most promising Lancer pilots in the program.
Character Sheet
Yuri Vasylyk
Callsign: DEFCON
Name (or legal alias): Yuri Vasylyk
Occupation: Mercenary
Pilot Skill Triggers: +2 Blow Something Up, +2 Spot, +2 Stay Cool, +2 Word on the Street
Pilot Talents Selected: Stormbringer 1, Walking Armory 1, Spotter 1
Pilot Mech Skills:
Hull: 0
Agility: +1
Systems: 0
Engineering: +1
Pilot's Licenses: GMS-0 License
Name (or legal alias): Yuri Vasylyk
Occupation: Mercenary
Pilot Skill Triggers: +2 Blow Something Up, +2 Spot, +2 Stay Cool, +2 Word on the Street
Pilot Talents Selected: Stormbringer 1, Walking Armory 1, Spotter 1
Pilot Mech Skills:
Hull: 0
Agility: +1
Systems: 0
Engineering: +1
Pilot's Licenses: GMS-0 License
Horizon Tempest
Mech Frame: GMS EVEREST
Frame Traits:
-Initiative - 1/scene the Everest may take any quick action as a free action.
-Replaceable Parts- While resting, the Everest can be repaired at a rate of 1 Repair per 1 structure damage, instead of 2 Repairs.
Structure: 4
Hit Points: 10
Armor: 0
Stress: 4
Heat Capacity: 7
Repair Capacity: 5
Attack Bonus: 0
Tech Attack Bonus: 0
Limited Bonus: 0
Speed: 4
Evade: 9
E-Defense: 8
Sensors: 10
Save: 10
Size: 1
Core System:
Hyperspec Fuel Injector - Power Up (Active): For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.
Mount Types:
-Main Mount
--Rocket-Propelled Grenade
-Flex Mount
-- Missile Rack
-- Missile Rack
-Heavy Mount
-- Howitzer
Core Bonuses Selected: None (First Core Bonus Earned At Level 3)
System Points: 6/6
-Ammo Case I (0)
-Pattern-B Hex Charges (2)
-Pattern-A Smoke Charges (2)
-Rapid Burst Jump Set System (2)
Ammo Case I, Pattern-B HEX Charges,
Pattern-A Smoke Charges, Rapid Burst Jump Jet System
Frame Traits:
-Initiative - 1/scene the Everest may take any quick action as a free action.
-Replaceable Parts- While resting, the Everest can be repaired at a rate of 1 Repair per 1 structure damage, instead of 2 Repairs.
Structure: 4
Hit Points: 10
Armor: 0
Stress: 4
Heat Capacity: 7
Repair Capacity: 5
Attack Bonus: 0
Tech Attack Bonus: 0
Limited Bonus: 0
Speed: 4
Evade: 9
E-Defense: 8
Sensors: 10
Save: 10
Size: 1
Core System:
Hyperspec Fuel Injector - Power Up (Active): For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.
Mount Types:
-Main Mount
--Rocket-Propelled Grenade
-Flex Mount
-- Missile Rack
-- Missile Rack
-Heavy Mount
-- Howitzer
Core Bonuses Selected: None (First Core Bonus Earned At Level 3)
System Points: 6/6
-Ammo Case I (0)
-Pattern-B Hex Charges (2)
-Pattern-A Smoke Charges (2)
-Rapid Burst Jump Set System (2)
Ammo Case I, Pattern-B HEX Charges,
Pattern-A Smoke Charges, Rapid Burst Jump Jet System
Combat Sheet
DEFCON
Horizon Tempest
Male Human LL0
Age: 32
Height: 6'1"
Weight: 160lbs
Horizon Tempest
Male Human LL0
Age: 32
Height: 6'1"
Weight: 160lbs
Mech
Mech Stats
Mech Frame: GMS-Everest
Mech Attributes: H - 0 | A - 1 | S - 0 | E - 1
Structure: 4/4
HP: 10/10
Armor: 0
Stress: 4/4
Heatcap: 7/7
Repcap: 5/5
Atk Bonus: +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 9
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1
Weapons
Main Mount
-Rocket Propelled Grenade - (10) (1D6+1 Explosive) (Blast 1, Loading, Ordnance)
Flex Mounts
-Missile Rack - (10) (1D3+1 Explosive) (Blast 1, Loading)
-Missile Rack - (10) (1D3+1 Explosive) (Blast 1, Loading)
Heavy Mount
-Howitzer - (20) (2D6, Explosive) (Blast 2, Arcing, Inaccurate, Loading, Ordnance)
Abilities
-Particularize- When an allied character adjacent to you attacks a target and consumes Lock On, they may roll twice and choose either result.
-Rapid Burst Jump Jet System- You can fly when you Boost; however, you must end the movement on the ground or another solid surface, or else immediately begin falling.
Per Turn
-Seismic Deluge - (1/Turn) When you successfully attack with a Launcher and consume Lock On, you may also knock your target Prone.
-Armament - (1/Turn) When you attack with a MAIN ranged weapon, you may expend one charge to apply one of the following effects to your attack:
THUMPER: The attack gains KNOCKBACK 1 and deals Explosive damage.
SHOCK: The attack deals Energy damage. Choose one character targeted by your attack; adjacent characters take 1 AP Energy Damage, whether the result is a hit or miss.
MAG: The attack gains ARCING and deals Kinetic damage.
Limited Use
-Pattern-B Hex Charges - (3/3 Uses Remaining) (Range 5, Blast 1, Agility Save for 1D6 Explosive or half on success ) (Quick Action, Unique, Grenade, Mine)
-Pattern-A Smoke Charges - (3/3 Uses Remaining) (Range 5, Blast 2, Soft Cover until EONT) (Quick Action, Unique, Grenade, Mine)
Once Per Scene
-Initiative - [ ] 1/scene the Everest may take any quick action as a free action.
Core Powers
-Power Up For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.
Mech Frame: GMS-Everest
Mech Attributes: H - 0 | A - 1 | S - 0 | E - 1
Structure: 4/4
HP: 10/10
Armor: 0
Stress: 4/4
Heatcap: 7/7
Repcap: 5/5
Atk Bonus: +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 9
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1
Weapons
Main Mount
-Rocket Propelled Grenade - (10) (1D6+1 Explosive) (Blast 1, Loading, Ordnance)
Flex Mounts
-Missile Rack - (10) (1D3+1 Explosive) (Blast 1, Loading)
-Missile Rack - (10) (1D3+1 Explosive) (Blast 1, Loading)
Heavy Mount
-Howitzer - (20) (2D6, Explosive) (Blast 2, Arcing, Inaccurate, Loading, Ordnance)
Abilities
-Particularize- When an allied character adjacent to you attacks a target and consumes Lock On, they may roll twice and choose either result.
-Rapid Burst Jump Jet System- You can fly when you Boost; however, you must end the movement on the ground or another solid surface, or else immediately begin falling.
Per Turn
-Seismic Deluge - (1/Turn) When you successfully attack with a Launcher and consume Lock On, you may also knock your target Prone.
-Armament - (1/Turn) When you attack with a MAIN ranged weapon, you may expend one charge to apply one of the following effects to your attack:
THUMPER: The attack gains KNOCKBACK 1 and deals Explosive damage.
SHOCK: The attack deals Energy damage. Choose one character targeted by your attack; adjacent characters take 1 AP Energy Damage, whether the result is a hit or miss.
MAG: The attack gains ARCING and deals Kinetic damage.
Limited Use
-Pattern-B Hex Charges - (3/3 Uses Remaining) (Range 5, Blast 1, Agility Save for 1D6 Explosive or half on success ) (Quick Action, Unique, Grenade, Mine)
-Pattern-A Smoke Charges - (3/3 Uses Remaining) (Range 5, Blast 2, Soft Cover until EONT) (Quick Action, Unique, Grenade, Mine)
Once Per Scene
-Initiative - [ ] 1/scene the Everest may take any quick action as a free action.
Core Powers
-Power Up For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.
Pilot
Pilot Stats
HP: 9/9
Evasion: 8
E-Defense: 8
Armor: 1
Speed: 4
Skill Triggers: +2 Blow Something Up, +2 Spot, +2 Stay Cool, +2 Word on the Street
Weapons
-Medium Signature- (5) (2 Kinetic) (Properties)
-Light Signature- (3) (1 Energy)
Combat Usables
Limited
-Frag Grenade 2/2 Uses Left (Range 5, Blast 1, Agility Save for 2 Explosive) (Quick Action)
-Thermite Charge 1/1 Uses Left (Mine, Burst 1, Engineering save for 3 Energy AP, auto hit objects for 10 AP) (Quick Action)
Once Per Scene
None
HP: 9/9
Evasion: 8
E-Defense: 8
Armor: 1
Speed: 4
Skill Triggers: +2 Blow Something Up, +2 Spot, +2 Stay Cool, +2 Word on the Street
Weapons
-Medium Signature- (5) (2 Kinetic) (Properties)
-Light Signature- (3) (1 Energy)
Combat Usables
Limited
-Frag Grenade 2/2 Uses Left (Range 5, Blast 1, Agility Save for 2 Explosive) (Quick Action)
-Thermite Charge 1/1 Uses Left (Mine, Burst 1, Engineering save for 3 Energy AP, auto hit objects for 10 AP) (Quick Action)
Once Per Scene
None
COMP/COM Export (Optional)
» Yuri Vasylyk // DEFCON «
Mercenary, LL0
[ SKILL TRIGGERS ]
BLOW SOMETHING UP (+2), SPOT (+2),
STAY COOL (+2), WORD ON THE STREET (+2)
[ GEAR ]
Assault Hardsuit, Medium Signature,
Light Signature, Personal Drone,
Frag Grenades, Thermite Charge
***
[ TALENTS ]
Stormbringer 1, Walking Armory 1,
Spotter 1
[ MECH ]
« HORIZON TEMPEST »
GMS EVEREST
H:0 A:1 S:0 E:1 SIZE:1
STRUCTURE:4 HP:10 ARMOR:0
STRESS:4 HEAT:0 REPAIR:5
ATK BONUS:0 TECH ATK:0 LTD BONUS:0
SPD:4 EVA:9 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Rocket-Propelled Grenade
FLEX MOUNT: Missile Rack / Missile Rack
HEAVY MOUNT: Howitzer
[ SYSTEMS ]
Ammo Case I, Pattern-B HEX Charges,
Pattern-A Smoke Charges, Rapid Burst Jump Jet System[
LL1
» Yuri Vasylyk // DEFCON «
Mercenary, LL1
[ SKILL TRIGGERS ]
Assault (+2), Blow Something Up (+2),
Spot (+2), Stay Cool (+2),
Word on the Street (+2)
[ GEAR ]
Assault Hardsuit, Medium Signature,
Light Signature, Frag Grenades,
Personal Drone, Thermite Charge
***
[ TALENTS ]
Stormbringer 2, Brutal 1,
Walking Armory 1
[ LICENSES ]
SSC Monarch 1
[ MECH ]
« HORIZON TEMPEST-A »
GMS Everest
H:0 A:2 S:0 E:1 SIZE:1
STRUCTURE:4/4 HP:11/11 ARMOR:0
STRESS:4/4 HEAT:0/7 REPAIR:5/5
ATK BONUS:1 TECH ATK:0 LTD BONUS:0
SPD:5 EVA:10 EDEF:8 SENS:10 SAVE:11
[ WEAPONS ]
MAIN MOUNT: Sharanga Missiles
FLEX MOUNT: Missile Rack / Missile Rack
HEAVY MOUNT: Sharanga Missiles
[ SYSTEMS ]
Ammo Case I, Pattern-A Smoke Charges,
Rapid Burst Jump Jet System, Javelin Rockets,
Expanded Compartment
Mercenary, LL0
[ SKILL TRIGGERS ]
BLOW SOMETHING UP (+2), SPOT (+2),
STAY COOL (+2), WORD ON THE STREET (+2)
[ GEAR ]
Assault Hardsuit, Medium Signature,
Light Signature, Personal Drone,
Frag Grenades, Thermite Charge
***
[ TALENTS ]
Stormbringer 1, Walking Armory 1,
Spotter 1
[ MECH ]
« HORIZON TEMPEST »
GMS EVEREST
H:0 A:1 S:0 E:1 SIZE:1
STRUCTURE:4 HP:10 ARMOR:0
STRESS:4 HEAT:0 REPAIR:5
ATK BONUS:0 TECH ATK:0 LTD BONUS:0
SPD:4 EVA:9 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Rocket-Propelled Grenade
FLEX MOUNT: Missile Rack / Missile Rack
HEAVY MOUNT: Howitzer
[ SYSTEMS ]
Ammo Case I, Pattern-B HEX Charges,
Pattern-A Smoke Charges, Rapid Burst Jump Jet System[
LL1
» Yuri Vasylyk // DEFCON «
Mercenary, LL1
[ SKILL TRIGGERS ]
Assault (+2), Blow Something Up (+2),
Spot (+2), Stay Cool (+2),
Word on the Street (+2)
[ GEAR ]
Assault Hardsuit, Medium Signature,
Light Signature, Frag Grenades,
Personal Drone, Thermite Charge
***
[ TALENTS ]
Stormbringer 2, Brutal 1,
Walking Armory 1
[ LICENSES ]
SSC Monarch 1
[ MECH ]
« HORIZON TEMPEST-A »
GMS Everest
H:0 A:2 S:0 E:1 SIZE:1
STRUCTURE:4/4 HP:11/11 ARMOR:0
STRESS:4/4 HEAT:0/7 REPAIR:5/5
ATK BONUS:1 TECH ATK:0 LTD BONUS:0
SPD:5 EVA:10 EDEF:8 SENS:10 SAVE:11
[ WEAPONS ]
MAIN MOUNT: Sharanga Missiles
FLEX MOUNT: Missile Rack / Missile Rack
HEAVY MOUNT: Sharanga Missiles
[ SYSTEMS ]
Ammo Case I, Pattern-A Smoke Charges,
Rapid Burst Jump Jet System, Javelin Rockets,
Expanded Compartment
- ratwizard
- A Wan Smile
- Posts: 5989
- Registered for: 11 years 10 months
- Location: Hellworld
Introducing Antayes Nhox, "NO-SANCTUARY", Pilot of the Deliverance
Portrait - Nhox
Portrait - Deliverance
Personality
Those who have met Antayes Nhox would all agree on one thing: he is a fierce spirit. Talented, determined, and not afraid to trod his own path, Nhox' brash and headfirst nature finds him in either success or grave danger quite often. He commits to everything in his live with vigor — whether it is a fight, a speech, a party, or an obstacle.
Nhox's limitless devotion to the Celestin god Ogenta shines through every interaction of his. He is unyielding, but not unfeeling. He sees many of life's problems through a black-and-white lens: at the end of the day, you either understand what it feels like to be cast under the bath of Ogenta's light, or you don't.
Nhox's limitless devotion to the Celestin god Ogenta shines through every interaction of his. He is unyielding, but not unfeeling. He sees many of life's problems through a black-and-white lens: at the end of the day, you either understand what it feels like to be cast under the bath of Ogenta's light, or you don't.
Appearance
At nearly seven feet tall and 270 pounds, Antayes Nhox is a beast of a Celestin. His hair is often buzzed or shaved, exposing the dense weave of tattoos that cover most of his body, detailing the many tales and myths of the Conclave. He wears a beard, thinly cropped to his strong jaw. He is quite muscled, even for a Celestin, and wears grab befitting a Vanguard Officer — dress robes with appropriate medals and trinkets to show his service. He carries an aura that is hard to ignore, not only because of his size, but his deep, booming voice as well.
Like most Celestin, he has ridges of bony protusions, most notably on back, arms, and the crown of his head. His skin is a dark grey, and his eyes are a light brown.
Like most Celestin, he has ridges of bony protusions, most notably on back, arms, and the crown of his head. His skin is a dark grey, and his eyes are a light brown.
Background
Noble Blood, Noble Endeavors — Antayes was born 33 years ago into House Nhox, a heralded line of pious warriors and statespeople among Celestin society. Like many of the men and women of House Nhox, he was raised with extensive military, religious, and leadership training, showing promise at a young age. After completing a harrowing rite of passage that involved a pilgrimage, temple service, physical exam, and written exam, he was accepted into Celestin society as a young adult, dedicating himself to Ogenta, Celestin god of Light.
Duty and Devotion — Immediately, Antayes pledged himself to the Celestin Vanguard, an ancient group of state military specifically dedicated to their religious proselytization. After serving as a temple guard for the first year, he earned his place to set out into the field of battle. Over the course of the next decade, he joined the Vanguard on several missions, bringing the light of Ogenta into new places of the system, while defending their homeland from other threats.
A Call to Action — After proving himself one of the more renowned members of House Nhox, Antayes had begun to make waves amidst the elites. When the time came for a new cohort of lancer-hopefuls to be sent to the human capital to spread the word of the Conclave while ensuring their world's safety, Antayes' name was one of the top on the list. Hesitant to leave his place among the Vanguard after growing to greatly appreciate his squad and station, he dutifully accepted the responsibility.
Duty and Devotion — Immediately, Antayes pledged himself to the Celestin Vanguard, an ancient group of state military specifically dedicated to their religious proselytization. After serving as a temple guard for the first year, he earned his place to set out into the field of battle. Over the course of the next decade, he joined the Vanguard on several missions, bringing the light of Ogenta into new places of the system, while defending their homeland from other threats.
A Call to Action — After proving himself one of the more renowned members of House Nhox, Antayes had begun to make waves amidst the elites. When the time came for a new cohort of lancer-hopefuls to be sent to the human capital to spread the word of the Conclave while ensuring their world's safety, Antayes' name was one of the top on the list. Hesitant to leave his place among the Vanguard after growing to greatly appreciate his squad and station, he dutifully accepted the responsibility.
Character Sheet
Antayes Nhox, "NO-SANCTUARY"
Callsign: NO-SANCTUARY
Name (or legal alias): Antayes Nhox
Occupation: Former Soldier of the Celestin Vanguard
Pilot Skill Triggers: Apply Fists to Faces +2, Pull Rank +2, Take Control +2, Threaten +2
Pilot Talents Selected: Brawler, Juggernaut, Executioner
Pilot Mech Skills:
Hull: +1
Agility: +1
Systems: +0
Engineering: +0
Pilot's Licenses: GMS-0
Name (or legal alias): Antayes Nhox
Occupation: Former Soldier of the Celestin Vanguard
Pilot Skill Triggers: Apply Fists to Faces +2, Pull Rank +2, Take Control +2, Threaten +2
Pilot Talents Selected: Brawler, Juggernaut, Executioner
Pilot Mech Skills:
Hull: +1
Agility: +1
Systems: +0
Engineering: +0
Pilot's Licenses: GMS-0
Deliverance
Mech Frame: GMS Everest
Frame Traits: Initiative, Replaceable Parts
Structure: 4
Hit Points: 14
Armor: 0
Stress: 4
Heat Capacity: 6
Repair Capacity: 5
Attack Bonus: +0
Tech Attack Bonus: +0
Limited Bonus: +0
Speed: 4
Evade: 9
E-Defense: 8
Sensors: 10
Save: 10
Size: 1
Core System: Hyperspec Fuel Injector
Mount Types:
- Main Mount
-- Tactical Meleee Weapon
- Flex Mount
-- Assault Rifle
- Heavy Mount
-- Heavy Melee Weapon
Core Bonuses Selected
System Points: 6
- Rapid Burst Jump Set System (2 SP)
- Pattern-B Hex Charges (2 SP)
- Personalizations (1 SP)
- EVA Module (1 SP)
Frame Traits: Initiative, Replaceable Parts
Structure: 4
Hit Points: 14
Armor: 0
Stress: 4
Heat Capacity: 6
Repair Capacity: 5
Attack Bonus: +0
Tech Attack Bonus: +0
Limited Bonus: +0
Speed: 4
Evade: 9
E-Defense: 8
Sensors: 10
Save: 10
Size: 1
Core System: Hyperspec Fuel Injector
Mount Types:
- Main Mount
-- Tactical Meleee Weapon
- Flex Mount
-- Assault Rifle
- Heavy Mount
-- Heavy Melee Weapon
Core Bonuses Selected
System Points: 6
- Rapid Burst Jump Set System (2 SP)
- Pattern-B Hex Charges (2 SP)
- Personalizations (1 SP)
- EVA Module (1 SP)
Combat Sheet
NO-SANCTUARY (Antayes Nhox)
Deliverance
Male Celestin LL0
Age: 33
Height: 6'10"
Weight: 270 lbs
Deliverance
Male Celestin LL0
Age: 33
Height: 6'10"
Weight: 270 lbs
Mech
Mech Stats
Mech Frame: GMS Everest
Mech Attributes: H 1 | A 1 | S 0 | E 0
Structure: 4
HP: 14
Armor: 0
Stress: 4
Heatcap: 6
Repcap: 5
Atk Bonus: +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 9
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1
Weapons
Main Mount
-Tactical Melee Weapon - Threat 1 // 1d6+2 Kinetic // No Properties, No Mods
Flex Mount
-Assault Rifle - Range 10 // 1d6 Kinetic // No Properties, No Mods
Heavy Mount
-Heavy Melee Weapon - Threat 1 // 2d6+1 Kinetic // No Properties, No Mods
Abilities
Per Turn
-Ability Name - (X/Turn)
N/A
Limited Use
-Pattern-B Hex Charges - (3/3 Uses Remaining)
Once Per Scene
N/A
Core Powers
-Hyperspec Fuel Injector
Mech Frame: GMS Everest
Mech Attributes: H 1 | A 1 | S 0 | E 0
Structure: 4
HP: 14
Armor: 0
Stress: 4
Heatcap: 6
Repcap: 5
Atk Bonus: +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 9
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1
Weapons
Main Mount
-Tactical Melee Weapon - Threat 1 // 1d6+2 Kinetic // No Properties, No Mods
Flex Mount
-Assault Rifle - Range 10 // 1d6 Kinetic // No Properties, No Mods
Heavy Mount
-Heavy Melee Weapon - Threat 1 // 2d6+1 Kinetic // No Properties, No Mods
Abilities
Per Turn
-Ability Name - (X/Turn)
N/A
Limited Use
-Pattern-B Hex Charges - (3/3 Uses Remaining)
Once Per Scene
N/A
Core Powers
-Hyperspec Fuel Injector
NO-SANCTUARY
Pilot Stats
HP: 6/6
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 4
Skill Triggers: +2 Apply Fists to Faces, +2 Pull Rank, +2 Take Control, +2 Threaten
Weapons
-Medium A/C- Threat 1 // 2 Kinetic
-Medium Signature- Range 5 // 2 Explosive
Combat Usables
Limited
-Frag Grenades 2/2 Uses Left
Once Per Scene
N/A
HP: 6/6
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 4
Skill Triggers: +2 Apply Fists to Faces, +2 Pull Rank, +2 Take Control, +2 Threaten
Weapons
-Medium A/C- Threat 1 // 2 Kinetic
-Medium Signature- Range 5 // 2 Explosive
Combat Usables
Limited
-Frag Grenades 2/2 Uses Left
Once Per Scene
N/A
COMP/CON Export
» Antayes Nhox // NO-SANCTUARY «
Super Soldier, LL0
[ SKILL TRIGGERS ]
APPLY FISTS TO FACES (+2), PULL RANK (+2),
TAKE CONTROL (+2), THREATEN (+2)
[ GEAR ]
Assault Hardsuit, Medium A/C,
Medium Signature, Sound System,
Frag Grenades, Extra Rations
***
[ TALENTS ]
Brawler 1, Juggernaut 1,
Executioner 1
[ MECH ]
« DELIVERANCE »
GMS EVEREST
H:1 A:1 S:0 E:0 SIZE:1
STRUCTURE:4 HP:14 ARMOR:0
STRESS:4 HEAT:0 REPAIR:5
ATK BONUS:0 TECH ATK:0 LTD BONUS:0
SPD:4 EVA:9 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Tactical Melee Weapon
FLEX MOUNT: Assault Rifle
HEAVY MOUNT: Heavy Melee Weapon
[ SYSTEMS ]
Rapid Burst Jump Jet System, Pattern-B HEX Charges,
Personalizations, EVA Module
Super Soldier, LL0
[ SKILL TRIGGERS ]
APPLY FISTS TO FACES (+2), PULL RANK (+2),
TAKE CONTROL (+2), THREATEN (+2)
[ GEAR ]
Assault Hardsuit, Medium A/C,
Medium Signature, Sound System,
Frag Grenades, Extra Rations
***
[ TALENTS ]
Brawler 1, Juggernaut 1,
Executioner 1
[ MECH ]
« DELIVERANCE »
GMS EVEREST
H:1 A:1 S:0 E:0 SIZE:1
STRUCTURE:4 HP:14 ARMOR:0
STRESS:4 HEAT:0 REPAIR:5
ATK BONUS:0 TECH ATK:0 LTD BONUS:0
SPD:4 EVA:9 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Tactical Melee Weapon
FLEX MOUNT: Assault Rifle
HEAVY MOUNT: Heavy Melee Weapon
[ SYSTEMS ]
Rapid Burst Jump Jet System, Pattern-B HEX Charges,
Personalizations, EVA Module
- Fialova
- Magical Liopleurodon
- Posts: 5018
- Registered for: 11 years 10 months
- Location: The Great North
- Contact:
Eydis, "Rhiannon", Pilot of the Titania
Theme Song: Rhiannon, Fleetwood Mac
Theme Song: Rhiannon, Fleetwood Mac
Suited
Unsuited
Mech
Personality
Eydis is young and naive, and has a constant thirst for knowledge - specifically knowledge of mysticism and the arcane. She knows her beliefs are an outlier among those the encounters, but that has not served to deter her in her search for the truth.
In conversation she is generally polite, but lacks a lot of the social skills one would expect from an independent adult, her youth and naivety serving to distance her somewhat from her peers in the lancer program. She is generally fairly energetic as well, especially if given an opportunity to speak about her interests and beliefs.
In conversation she is generally polite, but lacks a lot of the social skills one would expect from an independent adult, her youth and naivety serving to distance her somewhat from her peers in the lancer program. She is generally fairly energetic as well, especially if given an opportunity to speak about her interests and beliefs.
Appearance
Eydis is a black nyathal with yellow eyes. She is short by the standards of adults of most races, but for her age and species she is fairly average size, standing 4' 2" tall. She thinks she will grow more by the time she reaches the age of majority, but has no evidence for this.
When not in her pilot suit, she dresses in fairly standard, simple nyathal attire, at least for those that still live in the forest as she was raised. Since becoming infatuated with the arcane, she has slowly begun to adorn herself with objects that represent her interest, such as moon and star earrings, a pentagram necklace she carved out of bone, and a staff she has fashioned out of fallen branch she found.
When not in her pilot suit, she dresses in fairly standard, simple nyathal attire, at least for those that still live in the forest as she was raised. Since becoming infatuated with the arcane, she has slowly begun to adorn herself with objects that represent her interest, such as moon and star earrings, a pentagram necklace she carved out of bone, and a staff she has fashioned out of fallen branch she found.
Background
Eydis grew up in a forest with other nyathal, and rarely saw other races in her youth. However, she did hear tales of the humans and the magic they sought to emulate from their homeworld. With her knowledge of the magic of the trees around her, and the information she learned about human beliefs, she developed a theory that they were connected. She managed to get her hands on some 'forbidden' human texts of witches and the magical creatures of Earth, and since her youth has grown to believe in there being magic all around her, and that she could one day tap into that magic.
As she grew older, her siblings all left on their spiritual journeys and she grew tired of life in the forests. Though she was convinced she could harness the latent magic of her world with enough study, she become increasingly more convinced that she did not have nearly enough information at her disposal to do so. She had a single book on the subject and had read it cover to cover several times, and all it did was serve to cement in her mind a thirst for more knowledge. She knew that she'd not find this knowledge cooped away in the forest with her family, so she sought an escape, and decided, despite customs, to leave home before the typical age a nyathal goes on their journey, hoping to find a place among the humans of Vigrund.
Once she made it to the city, Eydis found that she did not come prepared. She had very little to her name, and even less credibility. She sought knowledge but was unable to find it, and any lead that seemed promising was met with fees she could not afford, or permissions she did not possess. Finding herself at a stand-still in her quest, she sought to establish a name for herself - as a well as a line of income - by joining the lancer program. Now she is finally near the end of this step in her journey as she prepares to take the pilot exam.
As she grew older, her siblings all left on their spiritual journeys and she grew tired of life in the forests. Though she was convinced she could harness the latent magic of her world with enough study, she become increasingly more convinced that she did not have nearly enough information at her disposal to do so. She had a single book on the subject and had read it cover to cover several times, and all it did was serve to cement in her mind a thirst for more knowledge. She knew that she'd not find this knowledge cooped away in the forest with her family, so she sought an escape, and decided, despite customs, to leave home before the typical age a nyathal goes on their journey, hoping to find a place among the humans of Vigrund.
Once she made it to the city, Eydis found that she did not come prepared. She had very little to her name, and even less credibility. She sought knowledge but was unable to find it, and any lead that seemed promising was met with fees she could not afford, or permissions she did not possess. Finding herself at a stand-still in her quest, she sought to establish a name for herself - as a well as a line of income - by joining the lancer program. Now she is finally near the end of this step in her journey as she prepares to take the pilot exam.
Character Sheets
Eydis
Callsign: Rhiannon
Name: Eydis
Occupation: 'Witch'
Pilot Skill Triggers: Act Unseen or Unheard (+2), Get Somewhere Quickly (+4), Read a Situation (+2), Survive (+2)
Pilot Talents Selected: Infiltrator 2, Skirmisher 1, Ace 1
Pilot Mech Skills:
Hull: 0
Agility: 3
Systems: 0
Engineering: 0
Pilot's Licenses: GMS-0, SSC Dusk Wing-1
Name: Eydis
Occupation: 'Witch'
Pilot Skill Triggers: Act Unseen or Unheard (+2), Get Somewhere Quickly (+4), Read a Situation (+2), Survive (+2)
Pilot Talents Selected: Infiltrator 2, Skirmisher 1, Ace 1
Pilot Mech Skills:
Hull: 0
Agility: 3
Systems: 0
Engineering: 0
Pilot's Licenses: GMS-0, SSC Dusk Wing-1
Titania Mk II
Mech Frame: GMS Everest
Frame Traits: Initiative, Replaceable Parts
Structure: 4
Hit Points: 11
Armor: 0
Stress: 4
Heat Capacity: 6
Repair Capacity: 5
Attack Bonus: +1
Tech Attack Bonus: 0
Limited Bonus: 0
Speed: 5
Evade: 11
E-Defense: 8
Sensors: 10
Save: 11
Size: 1
Core System: Hyperspec Fuel Injector
Mount Types:
- Main Mount
-- Veil Rifle
- Flex Mount
-- Superheavy Weapon Bracing
- Heavy Mount
-- Cyclone Pulse Rifle
Core Bonuses Selected: N/A
System Points: 7
- Type-I Flight System (3sp)
- EVA Module (1sp)
- Stable Structure (2sp)
- Custom Paint Job (1sp)
Frame Traits: Initiative, Replaceable Parts
Structure: 4
Hit Points: 11
Armor: 0
Stress: 4
Heat Capacity: 6
Repair Capacity: 5
Attack Bonus: +1
Tech Attack Bonus: 0
Limited Bonus: 0
Speed: 5
Evade: 11
E-Defense: 8
Sensors: 10
Save: 11
Size: 1
Core System: Hyperspec Fuel Injector
Mount Types:
- Main Mount
-- Veil Rifle
- Flex Mount
-- Superheavy Weapon Bracing
- Heavy Mount
-- Cyclone Pulse Rifle
Core Bonuses Selected: N/A
System Points: 7
- Type-I Flight System (3sp)
- EVA Module (1sp)
- Stable Structure (2sp)
- Custom Paint Job (1sp)
Combat Block
Rhiannon
Titania
Female Nythal LL1
Age: 19
Height: 4' 2" (127 cm)
Weight: 67 lbs (30 kg)
Titania
Female Nythal LL1
Age: 19
Height: 4' 2" (127 cm)
Weight: 67 lbs (30 kg)
Mech
Mech Stats
Mech Frame: GMS Everest
Mech Attributes: H - 0 | A - 3 | S - 0 | E - 0
Structure: 4
HP: 11/11
Armor: 0
Stress: 4
Heatcap: 6
Repcap: 5
Atk Bonus: +1
Tech Atk: 0
Limited Bonus: 0
Speed: 5
Evade: 11
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1
Weapons
Main Mount
- Veil Rifle - Line 10 | 1d3+1 Energy Damage | Accurate | Unmodded
- This weapon does not attack allied characters caught in its area of effect; instead, it shrouds them in a field of coruscating energy that throws off targeting systems, giving them soft cover until the end of their next turn.
Heavy Mount + Flex Mount Bracing
- Cyclone Pulse Rifle - Range 15 | 3d6+3 Kinetic Damage | Accurate, Reloading, Reliable 5 | Unmodded
Abilities
Per Turn
- N/A
Limited Use
- N/A
Once Per Scene
- Initiative [_] - may take any quick action as a free action
Core Powers
- Power Up - For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.
Mech Frame: GMS Everest
Mech Attributes: H - 0 | A - 3 | S - 0 | E - 0
Structure: 4
HP: 11/11
Armor: 0
Stress: 4
Heatcap: 6
Repcap: 5
Atk Bonus: +1
Tech Atk: 0
Limited Bonus: 0
Speed: 5
Evade: 11
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1
Weapons
Main Mount
- Veil Rifle - Line 10 | 1d3+1 Energy Damage | Accurate | Unmodded
- This weapon does not attack allied characters caught in its area of effect; instead, it shrouds them in a field of coruscating energy that throws off targeting systems, giving them soft cover until the end of their next turn.
Heavy Mount + Flex Mount Bracing
- Cyclone Pulse Rifle - Range 15 | 3d6+3 Kinetic Damage | Accurate, Reloading, Reliable 5 | Unmodded
Abilities
Per Turn
- N/A
Limited Use
- N/A
Once Per Scene
- Initiative [_] - may take any quick action as a free action
Core Powers
- Power Up - For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.
Permanent Effects
REPLACEABLE PARTS
While resting, the Everest can be repaired at a rate of 1 Repair per 1 structure damage, instead of 2 Repairs.
INFILTRATOR
Rank I - Prowl
During your turn, gain the following benefits:
* Entering line of sight of hostile characters or moving from cover does not stop you from being Hidden.
* You can pass freely through – but not end your turn in – enemy spaces.
* You can Hide even in plain sight of enemies.
These effects immediately end when your turn ends (so you lose Hidden if you’re still in line of sight or out of cover at that time).
Rank II - Ambush
When you start your turn Hidden, the first attack roll of any type that you make sends your target reeling on a hit. Your target must succeed on a Hull save or become Slowed, Impaired, and unable to take reactions until the end of their next turn.
SKIRMISHER
Rank I - Integrated Chaff Launchers
At the start of your turn, you gain soft cover. You lose this cover if you attack or force another character to make a save.
ACE
Rank I - Acrobatics
While flying, you get the following benefits:
* You make all Agility checks and saves with +1 Accuracy.
* Any time an attack misses you, you may fly up to 2 spaces in any direction as a reaction.
TYPE-I FLIGHT SYSTEM
You may choose to count any and all of your movement as flying; however, you take Size +1 Heat at the end of any of your turns in which you fly this way.
EVA MODULE
Your mech has a propulsion system suitable for use in low or zero gravity and underwater environments. In those environments, you can fly and are not Slowed.
CUSTOM PAINT JOB
When you take structure damage, roll 1d6. On a 6, you return to 1 HP and ignore the damage – the hit simply ‘scratched your paint’.
This system can only be used once before each Full Repair, and is not a valid target for system destruction. This item cannot be marked as destroyed.
STABLE STRUCTURE
You gain +1 Accuracy on saves to avoid Prone or Knockback.
While resting, the Everest can be repaired at a rate of 1 Repair per 1 structure damage, instead of 2 Repairs.
INFILTRATOR
Rank I - Prowl
During your turn, gain the following benefits:
* Entering line of sight of hostile characters or moving from cover does not stop you from being Hidden.
* You can pass freely through – but not end your turn in – enemy spaces.
* You can Hide even in plain sight of enemies.
These effects immediately end when your turn ends (so you lose Hidden if you’re still in line of sight or out of cover at that time).
Rank II - Ambush
When you start your turn Hidden, the first attack roll of any type that you make sends your target reeling on a hit. Your target must succeed on a Hull save or become Slowed, Impaired, and unable to take reactions until the end of their next turn.
SKIRMISHER
Rank I - Integrated Chaff Launchers
At the start of your turn, you gain soft cover. You lose this cover if you attack or force another character to make a save.
ACE
Rank I - Acrobatics
While flying, you get the following benefits:
* You make all Agility checks and saves with +1 Accuracy.
* Any time an attack misses you, you may fly up to 2 spaces in any direction as a reaction.
TYPE-I FLIGHT SYSTEM
You may choose to count any and all of your movement as flying; however, you take Size +1 Heat at the end of any of your turns in which you fly this way.
EVA MODULE
Your mech has a propulsion system suitable for use in low or zero gravity and underwater environments. In those environments, you can fly and are not Slowed.
CUSTOM PAINT JOB
When you take structure damage, roll 1d6. On a 6, you return to 1 HP and ignore the damage – the hit simply ‘scratched your paint’.
This system can only be used once before each Full Repair, and is not a valid target for system destruction. This item cannot be marked as destroyed.
STABLE STRUCTURE
You gain +1 Accuracy on saves to avoid Prone or Knockback.
Pilot
Pilot Stats
HP: 9/9
Evasion: 1
E-Defense: 8
Armor: 8
Speed: 4
Skill Triggers: Act Unseen or Unheard (+2), Get Somewhere Quickly (+2), Read a Situation (+2), Survive (+2)
Weapons
- Medium A/C - Range 1 | 2 Kinetic Damage
- Light A/C - Range 1 | 1 Kinetic Damage | Sidearm
Combat Usables
Limited
- N/A
Once Per Scene
- N/A
HP: 9/9
Evasion: 1
E-Defense: 8
Armor: 8
Speed: 4
Skill Triggers: Act Unseen or Unheard (+2), Get Somewhere Quickly (+2), Read a Situation (+2), Survive (+2)
Weapons
- Medium A/C - Range 1 | 2 Kinetic Damage
- Light A/C - Range 1 | 1 Kinetic Damage | Sidearm
Combat Usables
Limited
- N/A
Once Per Scene
- N/A
Permanent Effects
ANTIPHOTON VISOR
Designed to protect the wearer’s eyes from intense bursts of light, antiphoton visors are commonly found among breach teams and solar-forward operators. They are effective against flash weapons, intense UV light, and incidental charges from energy weapons.
SOUND SYSTEM
Though their tactical utility is questionable, many pilots set up internal speaker systems in their cockpits. This gives them a clear line to their compatriots during combat, along with the ability to play music.
SMART SCOPE
A powerful electronic scope that provides high-resolution magnification up to two miles, and automatically adjusts its reticle for wind, gravity, and pressure. Smart scopes can project their field of vision and all data to the HUD of any networked user. They can also pair with other thermal, optical, or simulated-vision devices to further enhance targeting.
Designed to protect the wearer’s eyes from intense bursts of light, antiphoton visors are commonly found among breach teams and solar-forward operators. They are effective against flash weapons, intense UV light, and incidental charges from energy weapons.
SOUND SYSTEM
Though their tactical utility is questionable, many pilots set up internal speaker systems in their cockpits. This gives them a clear line to their compatriots during combat, along with the ability to play music.
SMART SCOPE
A powerful electronic scope that provides high-resolution magnification up to two miles, and automatically adjusts its reticle for wind, gravity, and pressure. Smart scopes can project their field of vision and all data to the HUD of any networked user. They can also pair with other thermal, optical, or simulated-vision devices to further enhance targeting.
COMP/COM Export
» Eydis // RHIANNON «
'Witch', LL0
[ SKILL TRIGGERS ]
ACT UNSEEN OR UNHEARD (+2), GET SOMEWHERE QUICKLY (+2),
READ A SITUATION (+2), SURVIVE (+2)
[ GEAR ]
Assault Hardsuit, Medium A/C,
Light A/C, Antiphoton Visor,
Sound System, Smart Scope
***
[ TALENTS ]
Infiltrator 2, Skirmisher 1,
Ace 1
[ MECH ]
« TITANIA »
GMS EVEREST
H:0 A:3 S:0 E:0 SIZE:1
STRUCTURE:4 HP:11 ARMOR:0
STRESS:4 HEAT:0 REPAIR:5
ATK BONUS:1 TECH ATK:0 LTD BONUS:0
SPD:5 EVA:11 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Veil Rifle
FLEX MOUNT: SUPERHEAVY WEAPON BRACING
HEAVY MOUNT: Cyclone Pulse Rifle
[ SYSTEMS ]
Type-I Flight System, EVA Module,
Stable Structure, Custom Paint Job
'Witch', LL0
[ SKILL TRIGGERS ]
ACT UNSEEN OR UNHEARD (+2), GET SOMEWHERE QUICKLY (+2),
READ A SITUATION (+2), SURVIVE (+2)
[ GEAR ]
Assault Hardsuit, Medium A/C,
Light A/C, Antiphoton Visor,
Sound System, Smart Scope
***
[ TALENTS ]
Infiltrator 2, Skirmisher 1,
Ace 1
[ MECH ]
« TITANIA »
GMS EVEREST
H:0 A:3 S:0 E:0 SIZE:1
STRUCTURE:4 HP:11 ARMOR:0
STRESS:4 HEAT:0 REPAIR:5
ATK BONUS:1 TECH ATK:0 LTD BONUS:0
SPD:5 EVA:11 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Veil Rifle
FLEX MOUNT: SUPERHEAVY WEAPON BRACING
HEAVY MOUNT: Cyclone Pulse Rifle
[ SYSTEMS ]
Type-I Flight System, EVA Module,
Stable Structure, Custom Paint Job
- FinalTemplar
- Omae Wa Mou Shindeiru
- Posts: 1923
- Registered for: 6 years 8 months
Jion "Phoenix" Jounai, Pilot of 47 Shot to Align the Cause (#8E44AD)
Deimos Alexander
Callsign: Phoenix
Mech: 47 Shot to Align the Cause
Appearance Image
Unsuited
Character Sheet
Deimos Alexander
Callsign: Phoenix
Mech: 47 Shot to Align the Cause
Personality
Deimos is a pretty carefree pilot. He's not much of a jokester but he doesn't take things very seriously, rushing into combat expecting everything to just end up okay. This causes him to be a little reckless, always playing against the odds.
Appearance
Deimos is tall, toned, and pale-skinned. He has bright pink hair and a tattoo of a phoenix that takes up his entire back. He has implants that give him yellow eyes, and he often wears black clothing with purple highlights, as both his pilot suit and his casual clothes. He often wears fingerless purple gloves as well, each inlaid with a symbol of a phoenix on the palm.
Background
Deimos grew up being told by his father that he was destined for greatness. He had pretty much everything handed to him, and he never knew what it was like to want anything. This meant he was incredibly privileged, going to the best schools available and even using their family name to get into the mech program. Unfortunately, no matter what his name is... no one can ignore the pilot's exam. At least in the meantime, he's been working with one of the NHP scientists and developing his own NHP, even though he's figured out how to remove it from the labs without the scientist knowing.
Character Sheet
Deimos Alexander
Callsign: Phoenix
Name (or legal alias): Deimos Alexander
Occupation: NHP Specialist
Pilot Skill Triggers:
Apply Fists to Faces +2, Charm +2, Take Control +2, Take Someone Out +2,
Pilot Talents Selected:
Technophile, Crack Shot, Brutal
Pilot Mech Skills:
Hull: 1
Agility: 0
Systems: 0
Engineering: 1
Pilot's Licenses: GMS-0 (Each player begins with the GMS-0 License)
Name (or legal alias): Deimos Alexander
Occupation: NHP Specialist
Pilot Skill Triggers:
Apply Fists to Faces +2, Charm +2, Take Control +2, Take Someone Out +2,
Pilot Talents Selected:
Technophile, Crack Shot, Brutal
Pilot Mech Skills:
Hull: 1
Agility: 0
Systems: 0
Engineering: 1
Pilot's Licenses: GMS-0 (Each player begins with the GMS-0 License)
47 Shot to Align the Cause
Mech Frame: GMS-Everest
Frame Traits: Initiative, Replaceable Parts
Structure: 4
Hit Points: 14
Armor: 0
Stress: 4
Heat Capacity: 6
Repair Capacity: 5
Attack Bonus: +0
Tech Attack Bonus: +1
Limited Bonus: +0
Speed: 4
Evade: 8
E-Defense: 9
Sensors: 10
Save: 10
Size: 1
Core System:
Hypersonic Fuel Injector
Mount Types:
-Primary
-- Thermal Rifle
- Flex Mount A
--Pistol
- Flex Mount B
-- Tac Knife
- Heavy Mount
-- Anti-Materiel Rifle
Core Bonuses Selected
System Points:
- Servant-Class NHP (0)
- Custom Paint Job (1SP)
- Personalizations (1SP)
- Rapid Burst Jump Jet System (2SP)
- Stable Structure (2SP)
Frame Traits: Initiative, Replaceable Parts
Structure: 4
Hit Points: 14
Armor: 0
Stress: 4
Heat Capacity: 6
Repair Capacity: 5
Attack Bonus: +0
Tech Attack Bonus: +1
Limited Bonus: +0
Speed: 4
Evade: 8
E-Defense: 9
Sensors: 10
Save: 10
Size: 1
Core System:
Hypersonic Fuel Injector
Mount Types:
-Primary
-- Thermal Rifle
- Flex Mount A
--Pistol
- Flex Mount B
-- Tac Knife
- Heavy Mount
-- Anti-Materiel Rifle
Core Bonuses Selected
System Points:
- Servant-Class NHP (0)
- Custom Paint Job (1SP)
- Personalizations (1SP)
- Rapid Burst Jump Jet System (2SP)
- Stable Structure (2SP)
Combat Sheet
Phoenix
47 Shot to Align the Cause
Male Human Licence Level 0
Age: 22
Height: 6'2"
Weight: 165
47 Shot to Align the Cause
Male Human Licence Level 0
Age: 22
Height: 6'2"
Weight: 165
Mech
Mech Stats
Mech Frame: Everest
Mech Attributes: H - 1| A - 0| S - 1| E - 0
Structure: 4
HP: 14
Armor: 0
Stress: 4
Heatcap: 6
Repcap: 5
Atk Bonus: +0
Tech Atk: +1
Limited Bonus: +0
Speed: 4
Evade: 8
E-Def: 9
Sensor: 10
Save: 10
Size: 1
CP: 1/1
Weapons
(Mount 1)
- Thermal Rifle - (Range 5) (1d3+2 Energy) (Armor Piercing) (Mods)
(Mount 2)
-Pistol - (Range 5/Threat 3) (1d3 Kinetic) (Reliable 1) (Mods)
-Tac Knife - (Threat 1/Thrown 3) (1d3+1 Kinetic) (Thrown 3) (Mods)
Abilities
Per Turn
-Ability Name - (X/Turn)
Limited Use
-Ability Name - (X/X Uses Remaining)
Special Actions
-Crack Shot - At the start of my turn I may Steady my Aim, and become Immobilized until SONT but I gain +1 Accuracy on all Rifle attacks.
Once Per Scene
-Initiative- [ ]
-Replaceable Parts - [ ]
-Power Up - [ ]
Core Powers
-Core Power
Mech Frame: Everest
Mech Attributes: H - 1| A - 0| S - 1| E - 0
Structure: 4
HP: 14
Armor: 0
Stress: 4
Heatcap: 6
Repcap: 5
Atk Bonus: +0
Tech Atk: +1
Limited Bonus: +0
Speed: 4
Evade: 8
E-Def: 9
Sensor: 10
Save: 10
Size: 1
CP: 1/1
Weapons
(Mount 1)
- Thermal Rifle - (Range 5) (1d3+2 Energy) (Armor Piercing) (Mods)
(Mount 2)
-Pistol - (Range 5/Threat 3) (1d3 Kinetic) (Reliable 1) (Mods)
-Tac Knife - (Threat 1/Thrown 3) (1d3+1 Kinetic) (Thrown 3) (Mods)
Abilities
Per Turn
-Ability Name - (X/Turn)
Limited Use
-Ability Name - (X/X Uses Remaining)
Special Actions
-Crack Shot - At the start of my turn I may Steady my Aim, and become Immobilized until SONT but I gain +1 Accuracy on all Rifle attacks.
Once Per Scene
-Initiative- [ ]
-Replaceable Parts - [ ]
-Power Up - [ ]
Core Powers
-Core Power
Pilot
Pilot Stats
HP: 9/9
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 4
Skill Triggers: "Apply Fists to Faces +2", "Charm +2", "Take Control +2", "Take Someone Out +2"
Weapons
- Bastard Sword - (Threat 1) (2 Kinetic) (Properties)
- Oversized Revolver - (Range 3) (1 Energy) (Sidearm)
Combat Usables
Limited
-Gear 1 X/X Uses Left
-Gear 2 X/X Uses Left
-Gear 3 X/X Uses Left
Once Per Scene
-Gear 1 []
-Gear 2 []
-Gear 3 []
HP: 9/9
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 4
Skill Triggers: "Apply Fists to Faces +2", "Charm +2", "Take Control +2", "Take Someone Out +2"
Weapons
- Bastard Sword - (Threat 1) (2 Kinetic) (Properties)
- Oversized Revolver - (Range 3) (1 Energy) (Sidearm)
Combat Usables
Limited
-Gear 1 X/X Uses Left
-Gear 2 X/X Uses Left
-Gear 3 X/X Uses Left
Once Per Scene
-Gear 1 []
-Gear 2 []
-Gear 3 []
COMP/COM Export (Optional)
» Deimos Alexander // PHOENIX «
NHP Specialist, LL0
[ SKILL TRIGGERS ]
APPLY FISTS TO FACES (+2), CHARM (+2),
TAKE CONTROL (+2), TAKE SOMEONE OUT (+2)
[ GEAR ]
Light Hardsuit, Medium A/C,
Light Signature, SSC Sylph Undersuit,
Sound System, Mag-Clamps
***
[ TALENTS ]
Technophile 1, Crack Shot 1,
Brutal 1
[ MECH ]
« 47 SHOT TO ALIGN THE CAUSE »
GMS EVEREST
H:1 A:0 S:1 E:0 SIZE:1
STRUCTURE:4/4 HP:14/14 ARMOR:0
STRESS:4/4 HEAT:0/6 REPAIR:5/5
ATK BONUS:0 TECH ATK:1 LTD BONUS:0
SPD:4 EVA:8 EDEF:9 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Thermal Rifle
FLEX MOUNT: Pistol / Tactical Knife
HEAVY MOUNT: Anti-Materiel Rifle
[ SYSTEMS ]
Servant-Class NHP, Custom Paint Job,
Personalizations, Rapid Burst Jump Jet System,
Stable Structure
NHP Specialist, LL0
[ SKILL TRIGGERS ]
APPLY FISTS TO FACES (+2), CHARM (+2),
TAKE CONTROL (+2), TAKE SOMEONE OUT (+2)
[ GEAR ]
Light Hardsuit, Medium A/C,
Light Signature, SSC Sylph Undersuit,
Sound System, Mag-Clamps
***
[ TALENTS ]
Technophile 1, Crack Shot 1,
Brutal 1
[ MECH ]
« 47 SHOT TO ALIGN THE CAUSE »
GMS EVEREST
H:1 A:0 S:1 E:0 SIZE:1
STRUCTURE:4/4 HP:14/14 ARMOR:0
STRESS:4/4 HEAT:0/6 REPAIR:5/5
ATK BONUS:0 TECH ATK:1 LTD BONUS:0
SPD:4 EVA:8 EDEF:9 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Thermal Rifle
FLEX MOUNT: Pistol / Tactical Knife
HEAVY MOUNT: Anti-Materiel Rifle
[ SYSTEMS ]
Servant-Class NHP, Custom Paint Job,
Personalizations, Rapid Burst Jump Jet System,
Stable Structure
Last edited by FinalTemplar on Mon Apr 10, 2023 8:25 pm, edited 6 times in total.
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- greysigil
- idk, that's pretty grey
- Posts: 273
- Registered for: 3 years 9 months
Ezra Wynter, "Medusa", Pilot of the Halitrephes - #91c886
Character Images
Suited Up
Unsuited
Personality
Ezra is enamored by the feral beauty of nature; the teeth and claws, things living and thriving in spite of all that would hunt and eat them. Just as much as he is enamored by the gentle beauty of nature; flowers bloom and creatures nest, all things that live also love in their own ways.
Ezra is predisposed to waxing poetic about things, especially nature, often musing to himself about things he sees. He always carries an old-school analogue sketchbook and a handful of multi-colored pencils to sketch out things that catch his attention, or to draw in detail during downtime. He needs a new book roughly every week, from the sheer volume of his drawing.
Ezra is predisposed to waxing poetic about things, especially nature, often musing to himself about things he sees. He always carries an old-school analogue sketchbook and a handful of multi-colored pencils to sketch out things that catch his attention, or to draw in detail during downtime. He needs a new book roughly every week, from the sheer volume of his drawing.
Appearance
Ezra is tall and thin, bordering on lanky in proportion, if not for the muscle he's built living and working in the fields and gardens of the Soil. He has pale green eyes, and wears glasses. His short, sandy hair is almost always messy, no matter how many brushes or combs he tries to run through it, and he regularly forgets to shave, giving him a near permanent unkempt look.
He typically wears long sleeved shirts in greens and browns, with durable natural-fiber pants and sturdy work boots.
He typically wears long sleeved shirts in greens and browns, with durable natural-fiber pants and sturdy work boots.
Background
Born and raised in the Soil, Ezra grew up learning about how the natural world worked: how plants grew from the ground, how animals ate those plants, how other animals ate those animals, and how their remains fed the ground, to feed the plants. He was in love at an early age, finding the work of tending to first the garden of his family's home and later in the orchards that support the City as a whole.
Even more interesting, however, were the wilds outside of the city, wild and unshackled by human interest. A young Ezra would spend much of what little free time he got sneaking outside the walls to observe nature in all its splendor, armed with just his sketchbook and pencils. He would sketch birds in flight and resting in the branches of trees, prey animals grazing, and very rarely predators stalking their prey.
What interested him even more, however, were the stories of the sea and the creatures it hid in its depths. Giant beasts, some with tentacles hundreds of feet in length, some with teeth the size of grown men, it all fascinated and terrified him in equal measure. So, when he was older, he saved up the money he made working the fields, and took a trip to the coast. He never got a chance to see any of the leviathans he'd heard so much about, but what he did find was just as fascinating: jellyfish. Their bright neon colors, the way their tentacles flowed in ribbons through the water like so many veils, had him transfixed in the diving suit. The moment he was out of the water, he had his sketchbook in hand, furiously scrawling their shapes from memory.
He returned to the city, to the Soil, and worked away, still venturing out into the wilds to study and to get away from the hustle and bustle of people whenever he could. But when reports of AI going rogue and threatening not just people, but eventually the ecology of the entire planet? Ezra felt like he had no choice but to take up arms, to be the first line of defense against a threat to the planet itself.
Saving human lives is a bonus, too.
Even more interesting, however, were the wilds outside of the city, wild and unshackled by human interest. A young Ezra would spend much of what little free time he got sneaking outside the walls to observe nature in all its splendor, armed with just his sketchbook and pencils. He would sketch birds in flight and resting in the branches of trees, prey animals grazing, and very rarely predators stalking their prey.
What interested him even more, however, were the stories of the sea and the creatures it hid in its depths. Giant beasts, some with tentacles hundreds of feet in length, some with teeth the size of grown men, it all fascinated and terrified him in equal measure. So, when he was older, he saved up the money he made working the fields, and took a trip to the coast. He never got a chance to see any of the leviathans he'd heard so much about, but what he did find was just as fascinating: jellyfish. Their bright neon colors, the way their tentacles flowed in ribbons through the water like so many veils, had him transfixed in the diving suit. The moment he was out of the water, he had his sketchbook in hand, furiously scrawling their shapes from memory.
He returned to the city, to the Soil, and worked away, still venturing out into the wilds to study and to get away from the hustle and bustle of people whenever he could. But when reports of AI going rogue and threatening not just people, but eventually the ecology of the entire planet? Ezra felt like he had no choice but to take up arms, to be the first line of defense against a threat to the planet itself.
Saving human lives is a bonus, too.
Character Sheet
Ezra
Callsign: Medusa
Name (or legal alias): Ezra Wynter
Occupation: Gardener/Artist
Pilot Skill Triggers:
Get Somewhere Quickly +2
Invent or Create +2
Read a Situation +2
Survive +2
Pilot Gear:
Handheld Printer - 3-D print simple objects out of flexible, durable plastic -- as long as you have the right pattern chip
Extra Rations - Sun-dried fruits and vegetables from his own garden back home in the Soil
Corrective - a clear, plastic sheet that can be placed over the wounds of severely injured pilots. It instantly begins to stabilize them, injecting medicine and deploying nanobots to stitch wounds shut
Pilot Talents Selected:
Centimane I
--1/round, when you perform a critical hit with a Nexus, your target must pass a Systems save or become Impaired and Slowed until the end of their next turn.
House Guard I
--You count as adjacent when you are within Range 2 for the purposes of your effects on allied characters (from your traits, talents, systems, or weapons) that require adjacency to your mech.
Spaceborn I
--All of your mechs that you build come with built-in EVA capabilities, meaning you suffer no penalties when operating underwater or in zero-g environments. As a quick action, you can shunt power into this component to fly 3 spaces and take Heat equal to your mech’s Size + 1, although you must land at the end of this movement or fall.
Pilot Mech Skills:
Hull: 2
Agility: 0
Systems: 0
Engineering: 0
Pilot's Licenses: GMS-0
Name (or legal alias): Ezra Wynter
Occupation: Gardener/Artist
Pilot Skill Triggers:
Get Somewhere Quickly +2
Invent or Create +2
Read a Situation +2
Survive +2
Pilot Gear:
Handheld Printer - 3-D print simple objects out of flexible, durable plastic -- as long as you have the right pattern chip
Extra Rations - Sun-dried fruits and vegetables from his own garden back home in the Soil
Corrective - a clear, plastic sheet that can be placed over the wounds of severely injured pilots. It instantly begins to stabilize them, injecting medicine and deploying nanobots to stitch wounds shut
Pilot Talents Selected:
Centimane I
--1/round, when you perform a critical hit with a Nexus, your target must pass a Systems save or become Impaired and Slowed until the end of their next turn.
House Guard I
--You count as adjacent when you are within Range 2 for the purposes of your effects on allied characters (from your traits, talents, systems, or weapons) that require adjacency to your mech.
Spaceborn I
--All of your mechs that you build come with built-in EVA capabilities, meaning you suffer no penalties when operating underwater or in zero-g environments. As a quick action, you can shunt power into this component to fly 3 spaces and take Heat equal to your mech’s Size + 1, although you must land at the end of this movement or fall.
Pilot Mech Skills:
Hull: 2
Agility: 0
Systems: 0
Engineering: 0
Pilot's Licenses: GMS-0
Halitrephes
Mech Frame: GMS SAGARMATHA
Frame Traits:
Guardian - Adjacent allied characters can use the Sagarmatha as hard cover
Heroism - 1/scene the Sagarmatha can brace without sacrificing any actions or movement on its next turn
Replaceable Parts - While resting, the Sagarmatha can be repaired at a rate of 1 Repair per structure damage instead of 2
Structure: 4
Hit Points: 14
Armor: 1
Stress: 4
Heat Capacity: 6
Repair Capacity: 4
Attack Bonus: 0
Tech Attack Bonus: 0
Limited Bonus: 0
Speed: 4
Evade: 8
E-Defense: 8
Sensors: 10
Save: 10
Size: 2
Core System: Rallying Cry
(Active) Raise the Banner
Mount Types:
-Main
--Hunter-Killer Nexus (Main)
-Flex Mount
--Light Nexus
--Light Nexus
-Heavy Mount
--Heavy Machine Gun
Core Bonuses Selected
-N/A
System Points: 6/6
-[0] Spaceborn EVA
-[2] Pattern-A 'Jericho' Deployable Cover
-[2] Type-3 Projected Shield
-[1] Manipulators
-[1] Personalizations
Frame Traits:
Guardian - Adjacent allied characters can use the Sagarmatha as hard cover
Heroism - 1/scene the Sagarmatha can brace without sacrificing any actions or movement on its next turn
Replaceable Parts - While resting, the Sagarmatha can be repaired at a rate of 1 Repair per structure damage instead of 2
Structure: 4
Hit Points: 14
Armor: 1
Stress: 4
Heat Capacity: 6
Repair Capacity: 4
Attack Bonus: 0
Tech Attack Bonus: 0
Limited Bonus: 0
Speed: 4
Evade: 8
E-Defense: 8
Sensors: 10
Save: 10
Size: 2
Core System: Rallying Cry
(Active) Raise the Banner
Mount Types:
-Main
--Hunter-Killer Nexus (Main)
-Flex Mount
--Light Nexus
--Light Nexus
-Heavy Mount
--Heavy Machine Gun
Core Bonuses Selected
-N/A
System Points: 6/6
-[0] Spaceborn EVA
-[2] Pattern-A 'Jericho' Deployable Cover
-[2] Type-3 Projected Shield
-[1] Manipulators
-[1] Personalizations
Combat Sheet
(Medusa)
(HALITREPHES)
Male Human LL-0
Age: 27
Height: 5' 10"
Weight: 167 Lbs.
(HALITREPHES)
Male Human LL-0
Age: 27
Height: 5' 10"
Weight: 167 Lbs.
Mech
Mech Stats
Mech Frame: GMS SAGARMATHA
Mech Attributes: H - 2 | A - 0 | S - 0 | E - 0
Structure: 4
HP: 14/14
Armor: 1
Stress: 4
Heat cap: 0/6
Repair cap: 4
Grit Bonus (Atk): +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 8
E-Def: 8
Sensor: 10
Save: 10
Size: 2
CP: 1/1
Weapons
Main Mount
-Hunter-Killer Nexus Main Nexus - (Range - 10) (1d6 Kinetic) (Smart) (Mods)
Flex Mount
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)
Heavy Mount
-Heavy Machine Gun Heavy Cannon - (Range - 8) (2d6+4 Kinetic) (Inaccurate) (Mods)
Abilities
Per Turn
-Spaceborn Eva - (Unlimited)
--You can shunt power into this component to fly 3 spaces and take Heat equal to your mech’s Size + 1, although you must land at the end of this movement or fall.
-Ten Thousand Teeth - (1/Turn)
--When you perform a critical hit with a Nexus weapon, your target must pass a System save or become Impaired and Slowed until the end of their next turn.
-Project Type-3 Shield - (Unlimited) -- Protocol, Heat 1 (Self)
--Nominate a character within line of sight: all ranged or melee attacks that they make against you or that you make against them gain +2 Difficulty until the start of your next turn.
-Ability Name -
Limited Use
-Deploy Jericho Cover - (1/1 Uses Remaining) -- Quick Action
--Deploy two sections of Size 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5 Evasion and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action.
Repairing the system restores both sections.
-Ability Name - (X/X Uses Remaining)
Once Per Scene
-Heroism - [ ]
--1/scene the Sagarmatha can brace without sacrificing any actions or movement on its following turn.
-Custom Paint Job - [ ]
--1/Full Repair, roll 1d6 when taking structure damage. On a 6, return to 1 HP and ignore the damage - the hit simply "scratched the paint"
-Ability Name - [ ]
Core Powers
-Rallying Cry -
--[Raise the Banner] You raise a rallying banner. All allied characters in line of sight of your mech when you do this gain RESISTANCE to all damage and heat and gain +1 Accuracy on all checks and saves. These effects last until the end of your next turn.
Mech Frame: GMS SAGARMATHA
Mech Attributes: H - 2 | A - 0 | S - 0 | E - 0
Structure: 4
HP: 14/14
Armor: 1
Stress: 4
Heat cap: 0/6
Repair cap: 4
Grit Bonus (Atk): +0
Tech Atk: +0
Limited Bonus: +0
Speed: 4
Evade: 8
E-Def: 8
Sensor: 10
Save: 10
Size: 2
CP: 1/1
Weapons
Main Mount
-Hunter-Killer Nexus Main Nexus - (Range - 10) (1d6 Kinetic) (Smart) (Mods)
Flex Mount
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)
-Light Nexus Aux Nexus - (Range - 10) (1d3 Kinetic) (Smart) (Mods)
Heavy Mount
-Heavy Machine Gun Heavy Cannon - (Range - 8) (2d6+4 Kinetic) (Inaccurate) (Mods)
Abilities
Per Turn
-Spaceborn Eva - (Unlimited)
--You can shunt power into this component to fly 3 spaces and take Heat equal to your mech’s Size + 1, although you must land at the end of this movement or fall.
-Ten Thousand Teeth - (1/Turn)
--When you perform a critical hit with a Nexus weapon, your target must pass a System save or become Impaired and Slowed until the end of their next turn.
-Project Type-3 Shield - (Unlimited) -- Protocol, Heat 1 (Self)
--Nominate a character within line of sight: all ranged or melee attacks that they make against you or that you make against them gain +2 Difficulty until the start of your next turn.
-Ability Name -
Limited Use
-Deploy Jericho Cover - (1/1 Uses Remaining) -- Quick Action
--Deploy two sections of Size 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5 Evasion and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action.
Repairing the system restores both sections.
-Ability Name - (X/X Uses Remaining)
Once Per Scene
-Heroism - [ ]
--1/scene the Sagarmatha can brace without sacrificing any actions or movement on its following turn.
-Custom Paint Job - [ ]
--1/Full Repair, roll 1d6 when taking structure damage. On a 6, return to 1 HP and ignore the damage - the hit simply "scratched the paint"
-Ability Name - [ ]
Core Powers
-Rallying Cry -
--[Raise the Banner] You raise a rallying banner. All allied characters in line of sight of your mech when you do this gain RESISTANCE to all damage and heat and gain +1 Accuracy on all checks and saves. These effects last until the end of your next turn.
Pilot
Pilot Stats
HP:6/6
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 5
Skill Triggers:
Get Somewhere Quickly +2
Invent or Create +2
Read a Situation +2
Survive +2
Weapons
-Laser Pistol (Light Signature)- (Range 3) (1 Energy Damage) (Sidearm)
-Sniper Rifle (Heavy Signature)- (Range 10) (4 Kinetic) (Ordinance, Loading)
Combat Usables
Limited
-Corrective - 1/1 Uses Left
--Spend a charge to apply to Down-and-Out pilots, immediately bringing them back to consciousness at 1 HP.
-Gear 2 X/X Uses Left
Once Per Scene
-Gear 1 [ ]
-Gear 2 [ ]
-Gear 3 [ ]
HP:6/6
Evasion: 10
E-Defense: 10
Armor: 0
Speed: 5
Skill Triggers:
Get Somewhere Quickly +2
Invent or Create +2
Read a Situation +2
Survive +2
Weapons
-Laser Pistol (Light Signature)- (Range 3) (1 Energy Damage) (Sidearm)
-Sniper Rifle (Heavy Signature)- (Range 10) (4 Kinetic) (Ordinance, Loading)
Combat Usables
Limited
-Corrective - 1/1 Uses Left
--Spend a charge to apply to Down-and-Out pilots, immediately bringing them back to consciousness at 1 HP.
-Gear 2 X/X Uses Left
Once Per Scene
-Gear 1 [ ]
-Gear 2 [ ]
-Gear 3 [ ]
COMP/CON Export (Optional)
» Ezra Wynter // MEDUSA «
Gardener/Artist, LL0
[ SKILL TRIGGERS ]
Get Somewhere Quickly (+2), Invent or Create (+2),
Read a Situation (+2), Survive (+2)
[ GEAR ]
Mobility Hardsuit, Light Signature,
Heavy Signature, Corrective,
Handheld Printer, Extra Rations
***
[ TALENTS ]
Centimane 1, House Guard 1,
Spaceborn 1
[ MECH ]
« HALITREPHES »
GMS Sagarmatha
H:2 A:0 S:0 E:0 SIZE:2
STRUCTURE:4 HP:14 ARMOR:1
STRESS:4 HEAT:0 REPAIR:5
ATK BONUS:0 TECH ATK:0 LTD BONUS:0
SPD:4 EVA:8 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Nexus (Hunter-Killer)
FLEX MOUNT: Nexus (Light) / Nexus (Light)
HEAVY MOUNT: Heavy Machine Gun
[ SYSTEMS ]
Spaceborn EVA, Pattern-A Jericho Deployable Cover,
Type-3 Projected Shield, Custom Paint Job,
Personalizations
Gardener/Artist, LL0
[ SKILL TRIGGERS ]
Get Somewhere Quickly (+2), Invent or Create (+2),
Read a Situation (+2), Survive (+2)
[ GEAR ]
Mobility Hardsuit, Light Signature,
Heavy Signature, Corrective,
Handheld Printer, Extra Rations
***
[ TALENTS ]
Centimane 1, House Guard 1,
Spaceborn 1
[ MECH ]
« HALITREPHES »
GMS Sagarmatha
H:2 A:0 S:0 E:0 SIZE:2
STRUCTURE:4 HP:14 ARMOR:1
STRESS:4 HEAT:0 REPAIR:5
ATK BONUS:0 TECH ATK:0 LTD BONUS:0
SPD:4 EVA:8 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Nexus (Hunter-Killer)
FLEX MOUNT: Nexus (Light) / Nexus (Light)
HEAVY MOUNT: Heavy Machine Gun
[ SYSTEMS ]
Spaceborn EVA, Pattern-A Jericho Deployable Cover,
Type-3 Projected Shield, Custom Paint Job,
Personalizations
Last edited by greysigil on Thu Oct 12, 2023 12:24 pm, edited 13 times in total.
Active Characters
Atropos - #4f8596
Brandys - #50955f
VI-42016 "Jug" JUGGERNAUT - #c1545d
Katherine "Kate" Meecham - #ff6814
Paused
Ezra Wynter // MEDUSA - #91c886
Brandys - #50955f
VI-42016 "Jug" JUGGERNAUT - #c1545d
Katherine "Kate" Meecham - #ff6814
Paused
Ezra Wynter // MEDUSA - #91c886
- benderfan
- Posts: 70
- Registered for: 5 years 3 months
Elwin Mechmelter, The Elite Hacker (#cc9933)
Callsign: Shanghai
(Character image TBD)
[/spoiler]
Callsign: Shanghai
(Character image TBD)
Personality
Brash and sarcastic.
Appearance
Background
*Note: This is everything that led to their pilot's exam. Everything after will happen IC.
Character Sheet
Elwin
Callsign: Shanghai
Name (or legal alias): Elwin Mariani
Occupation: Hacker
Pilot Skill Triggers: Charm +2, Hack or Fix +2, Show Off +2, Stay Cool +2
Pilot Talents Selected: Drone Commander I, Hacker I, Spotter I
Pilot Mech Skills:
Hull: +0
Agility: +0
Systems: +2
Engineering: +0
Pilot's Licenses: GMS-0
Name (or legal alias): Elwin Mariani
Occupation: Hacker
Pilot Skill Triggers: Charm +2, Hack or Fix +2, Show Off +2, Stay Cool +2
Pilot Talents Selected: Drone Commander I, Hacker I, Spotter I
Pilot Mech Skills:
Hull: +0
Agility: +0
Systems: +2
Engineering: +0
Pilot's Licenses: GMS-0
The Calico
Mech Frame: GMS Chomolungma
Frame Traits:
Brilliance - 1/scene, the Chomolungma may take any Quick Tech action as a Free Action, and then may either Bolster or Lock On as a Free Action.
Data Siphon - Whenever the Chomolungma makes a tech attack against a hostile character, it may also automatically Scan them.
Replaceable Parts - While resting, the Chomolungma can be repaired at a rate of 1 Repair per structure damage, instead of 2 Repairs.
Structure: 4
Hit Points: 12
Armor: 0
Stress: 4
Heat Capacity: 6
Repair Capacity: 4
Attack Bonus: +0
Tech Attack Bonus: +3
Limited Bonus: +0
Speed: 4
Evade: 8
E-Defense: 12
Sensors: 15
Save: 11
Size: 1
Core System: Passive - Advanced Intrusion Package, Active - Wide Area Code Pulse
Mount Types:
- Main/Aux Mount
-- Nexus (Hunter-Killer)
-- Nexus (Light)
- Flex Mount
-- Tactical Melee Weapon
Core Bonuses Selected
System Points: 8
- Turret Drones (2SP)
- Custom Paint Job (1SP)
- Personalizations (1SP)
- COMP/CON-Class Assistant Unit (2SP)
- Pattern-A Smoke Charges (2SP)
Frame Traits:
Brilliance - 1/scene, the Chomolungma may take any Quick Tech action as a Free Action, and then may either Bolster or Lock On as a Free Action.
Data Siphon - Whenever the Chomolungma makes a tech attack against a hostile character, it may also automatically Scan them.
Replaceable Parts - While resting, the Chomolungma can be repaired at a rate of 1 Repair per structure damage, instead of 2 Repairs.
Structure: 4
Hit Points: 12
Armor: 0
Stress: 4
Heat Capacity: 6
Repair Capacity: 4
Attack Bonus: +0
Tech Attack Bonus: +3
Limited Bonus: +0
Speed: 4
Evade: 8
E-Defense: 12
Sensors: 15
Save: 11
Size: 1
Core System: Passive - Advanced Intrusion Package, Active - Wide Area Code Pulse
Mount Types:
- Main/Aux Mount
-- Nexus (Hunter-Killer)
-- Nexus (Light)
- Flex Mount
-- Tactical Melee Weapon
Core Bonuses Selected
System Points: 8
- Turret Drones (2SP)
- Custom Paint Job (1SP)
- Personalizations (1SP)
- COMP/CON-Class Assistant Unit (2SP)
- Pattern-A Smoke Charges (2SP)
Combat Sheet
Shanghai
Calico
Male Nyathal LL0
Age: 26
Height: 5' 9"
Weight: 100 lbs.
Calico
Male Nyathal LL0
Age: 26
Height: 5' 9"
Weight: 100 lbs.
Mech
Mech Stats
Mech Frame: GMS Chomolungma
Mech Attributes: H - +0 | A - +0 | S - +2 | E - +0
Structure: 4/4
HP: 12/12
Armor: 0
Stress: 4/4
Heatcap: 0/6
Repcap: 4/4
Atk Bonus: +0
Tech Atk: +3
Limited Bonus: +0
Speed: 4
Evade: 8
E-Def: 12
Sensor: 15
Save: 11
Size: 1
CP: 1/1
Weapons
Main/Aux Mount
-Nexus (Hunter-Killer) - (Range 10) (1d6 Kinetic) (Smart) (N/A)
-Nexus (Light) - (Range 10) (1d3 Kinetic) (Smart) (N/A)
Flex Mount
-Tactical Melee Weapon - (Threat 1) (1d6+2 Kinetic) (None) (N/A)
Abilities
Per Turn
-Ability Name - (X/Turn)
-Ability Name - (X/Turn)
-Ability Name - (X/Turn)
Limited Use
-Turret Drones - (3/3 Uses Remaining)
-Pattern-A Smoke Charges - (3/3 Uses Remaining)
Once Per Scene
-Balance Control Lockout (Immobilized) - [ ]
-System Crusher - [ ]
-Brilliance - [ ]
Core Powers
-Wide-Area Code Pulse
Mech Frame: GMS Chomolungma
Mech Attributes: H - +0 | A - +0 | S - +2 | E - +0
Structure: 4/4
HP: 12/12
Armor: 0
Stress: 4/4
Heatcap: 0/6
Repcap: 4/4
Atk Bonus: +0
Tech Atk: +3
Limited Bonus: +0
Speed: 4
Evade: 8
E-Def: 12
Sensor: 15
Save: 11
Size: 1
CP: 1/1
Weapons
Main/Aux Mount
-Nexus (Hunter-Killer) - (Range 10) (1d6 Kinetic) (Smart) (N/A)
-Nexus (Light) - (Range 10) (1d3 Kinetic) (Smart) (N/A)
Flex Mount
-Tactical Melee Weapon - (Threat 1) (1d6+2 Kinetic) (None) (N/A)
Abilities
Per Turn
-Ability Name - (X/Turn)
-Ability Name - (X/Turn)
-Ability Name - (X/Turn)
Limited Use
-Turret Drones - (3/3 Uses Remaining)
-Pattern-A Smoke Charges - (3/3 Uses Remaining)
Once Per Scene
-Balance Control Lockout (Immobilized) - [ ]
-System Crusher - [ ]
-Brilliance - [ ]
Core Powers
-Wide-Area Code Pulse
Pilot
Pilot Stats
HP:
Evasion:
E-Defense:
Armor:
Speed:
Skill Triggers:
Weapons
-Weapon 1- (Range) (Damage with Type) (Properties)
-Weapon 2- (Range) (Damage with Type) (Properties)
Combat Usables
Limited
-Gear 1 X/X Uses Left
-Gear 2 X/X Uses Left
-Gear 3 X/X Uses Left
Once Per Scene
-Gear 1 [ ]
-Gear 2 [ ]
-Gear 3 [ ]
HP:
Evasion:
E-Defense:
Armor:
Speed:
Skill Triggers:
Weapons
-Weapon 1- (Range) (Damage with Type) (Properties)
-Weapon 2- (Range) (Damage with Type) (Properties)
Combat Usables
Limited
-Gear 1 X/X Uses Left
-Gear 2 X/X Uses Left
-Gear 3 X/X Uses Left
Once Per Scene
-Gear 1 [ ]
-Gear 2 [ ]
-Gear 3 [ ]
COMP/COM Export (Optional)
This is where you'd post the paste from COMP/COM.
[/spoiler]
Last edited by benderfan on Sat Mar 25, 2023 3:09 pm, edited 2 times in total.
- BartNL
- Swampperson Prime
- Posts: 894
- Registered for: 5 years 7 months
- Location: Neverland
- Contact:
Drakkar#4169e1
Callsign: NEMO
Callsign: NEMO
Suited
Unsuited
Mech
Background
Personality
Nemo is a mysterious man. He is confident and courageous although somewhat erratic.
Background
Drakkar was born in a wealthy family. From a young age he was encouraged to spend most of his time studying. Drakkar has an impressive general knowledge, but his true passion lies with engineering. A few years ago, Drakkar's family fell out of favour of their superiors, resulting in them losing most of their possessions. Drakkar's father disappeared after that. Drakkar took on the name Nemo to distance himself from his past, and spend a good chunk of what remained of his wealth to enlist in the Lancer Academy. Drakkar, now known only as Nemo, has passed all classes with flying colours. After obtaining his Pilot's Licence, he has spend most of his days tinkering on his new mech.
Character Sheet
NEMO
Callsign: NEMO
Name (or legal alias): Drakkar
Occupation: Mariner
Pilot Skill Triggers:
BLOW SOMETHING UP (+2), HACK OR FIX (+2),
INVENT OR CREATE (+2), LEAD OR INSPIRE (+2)
Pilot Talents Selected:
Engineer 1, Grease Monkey 1, Heavy Gunner 1
Pilot Mech Skills:
Hull: 0
Agility: 0
Systems: 0
Engineering: 2
Pilot's Licenses: GMS-0
Name (or legal alias): Drakkar
Occupation: Mariner
Pilot Skill Triggers:
BLOW SOMETHING UP (+2), HACK OR FIX (+2),
INVENT OR CREATE (+2), LEAD OR INSPIRE (+2)
Pilot Talents Selected:
Engineer 1, Grease Monkey 1, Heavy Gunner 1
Pilot Mech Skills:
Hull: 0
Agility: 0
Systems: 0
Engineering: 2
Pilot's Licenses: GMS-0
Mech Name
Nautilus
Mech Frame: GMS Everest
Frame Traits: INITIATIVE, REPLACEABLE PARTS
Structure: 4
Hit Points: 12
Armor: 0
Stress: 4
Heat Capacity: 8
Repair Capacity: 5
Attack Bonus: +0
Tech Attack Bonus: +0
Limited Bonus: +1
Speed: 4
Evade: 8
E-Defense: 8
Sensors: 10
Save: 10
Size: 1
Core System: ACTIVE - POWER UP
Mount Types:
-Mount Type
-- Weapons Mounted
Core Bonuses Selected
System Points:
-System Name (Points Spent)
-System Name (Points Spent)
-System Name (Points Spent)
Mech Frame: GMS Everest
Frame Traits: INITIATIVE, REPLACEABLE PARTS
Structure: 4
Hit Points: 12
Armor: 0
Stress: 4
Heat Capacity: 8
Repair Capacity: 5
Attack Bonus: +0
Tech Attack Bonus: +0
Limited Bonus: +1
Speed: 4
Evade: 8
E-Defense: 8
Sensors: 10
Save: 10
Size: 1
Core System: ACTIVE - POWER UP
Mount Types:
-Mount Type
-- Weapons Mounted
Core Bonuses Selected
System Points:
-System Name (Points Spent)
-System Name (Points Spent)
-System Name (Points Spent)
Combat Sheet
(Nemo)
(Nautilus)
Gender M Race Human Licence Level LL0
Age: 35
Height: 5 "11
Weight: 160 lbs
(Nautilus)
Gender M Race Human Licence Level LL0
Age: 35
Height: 5 "11
Weight: 160 lbs
Mech
Mech Stats
Mech Frame: GMS Everest
Mech Attributes: H - 0 | A - 0 | S - 0 | E - 2
Structure: 4
HP: 12
Armor: 0
Stress: 4
Heatcap: 8
Repcap: 5
Atk Bonus: +0
Tech Atk: +0
Limited Bonus: +1
Speed: 4
Evade: 8
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1
Weapons
(Integrated Mount)
-PROTOTYPE WEAPON I - (Range) (Damage with Type) (LIMITED 1D6+2, OVERKILL) (Mods)
(Main Mount)
-ROCKET-PROPELLED GRENADE - (10 blast 2) (1D6+1 Explosive) (LOADING, ORDNANCE) (Mods)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
(Flex Mount)
-MISSILE RACK - (10 blast 1) (1D3+1 Explosive) (LOADING) (Mods)
-MISSILE RACK - (10 blast 1) (1D3+1 Explosive) (LOADING) (Mods)
(Heavy Mount)
-HEAVY MACHINE GUN - (8) (2D6+4 Kinetic) (INACCURATE) (Mods)
Abilities
Per Turn
-Ability Name - (X/Turn)
-Ability Name - (X/Turn)
-Ability Name - (X/Turn)
Limited Use
-Ability Name - (X/X Uses Remaining)
-Ability Name - (X/X Uses Remaining)
-Ability Name - (X/X Uses Remaining)
Once Per Scene
-ACTIVE - POWER UP - [ ]
-Ability Name - [ ]
-Ability Name - [ ]
Core Powers
-Core Power
Mech Frame: GMS Everest
Mech Attributes: H - 0 | A - 0 | S - 0 | E - 2
Structure: 4
HP: 12
Armor: 0
Stress: 4
Heatcap: 8
Repcap: 5
Atk Bonus: +0
Tech Atk: +0
Limited Bonus: +1
Speed: 4
Evade: 8
E-Def: 8
Sensor: 10
Save: 10
Size: 1
CP: 1/1
Weapons
(Integrated Mount)
-PROTOTYPE WEAPON I - (Range) (Damage with Type) (LIMITED 1D6+2, OVERKILL) (Mods)
(Main Mount)
-ROCKET-PROPELLED GRENADE - (10 blast 2) (1D6+1 Explosive) (LOADING, ORDNANCE) (Mods)
-Weapon Name - (Range) (Damage with Type) (Properties) (Mods)
(Flex Mount)
-MISSILE RACK - (10 blast 1) (1D3+1 Explosive) (LOADING) (Mods)
-MISSILE RACK - (10 blast 1) (1D3+1 Explosive) (LOADING) (Mods)
(Heavy Mount)
-HEAVY MACHINE GUN - (8) (2D6+4 Kinetic) (INACCURATE) (Mods)
Abilities
Per Turn
-Ability Name - (X/Turn)
-Ability Name - (X/Turn)
-Ability Name - (X/Turn)
Limited Use
-Ability Name - (X/X Uses Remaining)
-Ability Name - (X/X Uses Remaining)
-Ability Name - (X/X Uses Remaining)
Once Per Scene
-ACTIVE - POWER UP - [ ]
-Ability Name - [ ]
-Ability Name - [ ]
Core Powers
-Core Power
Pilot
Pilot Stats
HP: 6
Evasion: 8
E-Defense: 8
Armor: 0
Speed: 4
Skill Triggers:
BLOW SOMETHING UP (+2), HACK OR FIX (+2), INVENT OR CREATE (+2), LEAD OR INSPIRE (+2)
Weapons
-HEAVY SIGNATURE - (10) (4 Explosive) (ORDNANCE, LOADING)
-MEDIUM SIGNATURE - (5) (2 Kinetic) (Properties)
Combat Usables
PERSONAL DRONE
STEALTH HARDSUIT
SSC SYLPH UNDERSUIT
Limited
-Frag Grenades 2/2 Uses Left
Once Per Scene
-Gear 1 [ ]
HP: 6
Evasion: 8
E-Defense: 8
Armor: 0
Speed: 4
Skill Triggers:
BLOW SOMETHING UP (+2), HACK OR FIX (+2), INVENT OR CREATE (+2), LEAD OR INSPIRE (+2)
Weapons
-HEAVY SIGNATURE - (10) (4 Explosive) (ORDNANCE, LOADING)
-MEDIUM SIGNATURE - (5) (2 Kinetic) (Properties)
Combat Usables
PERSONAL DRONE
STEALTH HARDSUIT
SSC SYLPH UNDERSUIT
Limited
-Frag Grenades 2/2 Uses Left
Once Per Scene
-Gear 1 [ ]
COMP/COM Export (Optional)
This is where you'd post the paste from COMP/COM.
» Drakkar // NEMO «
Mariner, LL0
[ SKILL TRIGGERS ]
BLOW SOMETHING UP (+2), HACK OR FIX (+2),
INVENT OR CREATE (+2), LEAD OR INSPIRE (+2)
[ GEAR ]
Stealth Hardsuit, Heavy Signature,
Medium Signature, Personal Drone,
Frag Grenades, SSC Sylph Undersuit
***
[ TALENTS ]
Engineer 1, Grease Monkey 1,
Heavy Gunner 1
[ MECH ]
« NAUTILUS »
GMS EVEREST
H:0 A:0 S:0 E:2 SIZE:1
STRUCTURE:4 HP:12 ARMOR:0
STRESS:4 HEAT:0 REPAIR:5
ATK BONUS:0 TECH ATK:0 LTD BONUS:1
SPD:4 EVA:8 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Rocket-Propelled Grenade
FLEX MOUNT: FLEX MOUNT: Missile Rack / Missile Rack
HEAVY MOUNT: Heavy Machine Gun
[ SYSTEMS ]
EVA Module, Expanded Compartment,
Type-I Flight System, Personalizations
» Drakkar // NEMO «
Mariner, LL0
[ SKILL TRIGGERS ]
BLOW SOMETHING UP (+2), HACK OR FIX (+2),
INVENT OR CREATE (+2), LEAD OR INSPIRE (+2)
[ GEAR ]
Stealth Hardsuit, Heavy Signature,
Medium Signature, Personal Drone,
Frag Grenades, SSC Sylph Undersuit
***
[ TALENTS ]
Engineer 1, Grease Monkey 1,
Heavy Gunner 1
[ MECH ]
« NAUTILUS »
GMS EVEREST
H:0 A:0 S:0 E:2 SIZE:1
STRUCTURE:4 HP:12 ARMOR:0
STRESS:4 HEAT:0 REPAIR:5
ATK BONUS:0 TECH ATK:0 LTD BONUS:1
SPD:4 EVA:8 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
MAIN MOUNT: Rocket-Propelled Grenade
FLEX MOUNT: FLEX MOUNT: Missile Rack / Missile Rack
HEAVY MOUNT: Heavy Machine Gun
[ SYSTEMS ]
EVA Module, Expanded Compartment,
Type-I Flight System, Personalizations
Last edited by BartNL on Thu Apr 06, 2023 12:00 pm, edited 6 times in total.
- KupoTheMagus
- Posts: 106
- Registered for: 2 years 9 months
Pilot Deadlines
Unofficial deadline for characters will be April 7th. Please make sure all relevant features are on your sheets. Wouldn't want you going into a mission and realizing you forgot your smoke grenades, now would you?
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Something's just about to break
I will try to find my place
in the Diary of Jane